/* Copyright (c) 2019-2025, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* * Texture loading (and display) example (including mip maps) */ #include "texture_loading.h" TextureLoading::TextureLoading() { zoom = -2.5f; rotation = { 0.0f, 15.0f, 0.0f }; title = "Texture loading"; } TextureLoading::~TextureLoading() { if (has_device()) { // Clean up used Vulkan resources // Note : Inherited destructor cleans up resources stored in base class vkDestroyPipeline(get_device().get_handle(), pipelines.solid, nullptr); vkDestroyPipeline(get_device().get_handle(), pipelines.background, nullptr); vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr); vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout_bg, nullptr); vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr); } destroy_texture(texture); destroy_texture(cam_text); vertex_buffer.reset(); index_buffer.reset(); uniform_buffer_vs.reset(); } // Enable physical device features required for this example void TextureLoading::request_gpu_features(vkb::PhysicalDevice& gpu) { // Enable anisotropic filtering if supported if (gpu.get_features().samplerAnisotropy) { gpu.get_mutable_requested_features().samplerAnisotropy = VK_TRUE; } } // 生成简单的测试图像数据(红绿蓝三色条) std::vector generateSimpleTestImage(int width, int height, int* outRowStride = nullptr) { int rowStride = width * 4; // RGBA 每个像素4字节 if (outRowStride) { *outRowStride = rowStride; } size_t dataSize = rowStride * height; std::vector imageData(dataSize, 0); for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { int pixelOffset = y * rowStride + x * 4; // 简单分成三个区域:红、绿、蓝 if (x < width / 3) { // 红色区域 imageData[pixelOffset] = 255; // R imageData[pixelOffset + 1] = 0; // G imageData[pixelOffset + 2] = 0; // B } else if (x < 2 * width / 3) { // 绿色区域 imageData[pixelOffset] = 0; // R imageData[pixelOffset + 1] = 255; // G imageData[pixelOffset + 2] = 0; // B } else { // 蓝色区域 imageData[pixelOffset] = 0; // R imageData[pixelOffset + 1] = 0; // G imageData[pixelOffset + 2] = 255; // B } imageData[pixelOffset + 3] = 255; // A (完全不透明) } } return imageData; } void TextureLoading::load_texture() { // We use the Khronos texture format (https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/) std::string filename = vkb::fs::path::get(vkb::fs::path::Assets, "textures/metalplate01_rgba.ktx"); // ktx1 doesn't know whether the content is sRGB or linear, but most tools save in sRGB, so assume that. VkFormat format = VK_FORMAT_R8G8B8A8_SRGB; ktxTexture* ktx_texture; KTX_error_code result; result = ktxTexture_CreateFromNamedFile(filename.c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktx_texture); if (ktx_texture == nullptr) { throw std::runtime_error("Couldn't load texture"); } // assert(!tex2D.empty()); texture.width = ktx_texture->baseWidth; texture.height = ktx_texture->baseHeight; texture.mip_levels = ktx_texture->numLevels; // We prefer using staging to copy the texture data to a device local optimal image VkBool32 use_staging = true; // Only use linear tiling if forced bool force_linear_tiling = false; if (force_linear_tiling) { // Don't use linear if format is not supported for (linear) shader sampling // Get device properties for the requested texture format VkFormatProperties format_properties; vkGetPhysicalDeviceFormatProperties(get_device().get_gpu().get_handle(), format, &format_properties); use_staging = !(format_properties.linearTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT); } VkMemoryAllocateInfo memory_allocate_info = vkb::initializers::memory_allocate_info(); VkMemoryRequirements memory_requirements = {}; ktx_uint8_t* ktx_image_data = ktx_texture->pData; ktx_size_t ktx_texture_size = ktx_texture->dataSize; if (use_staging) { // Copy data to an optimal tiled image // This loads the texture data into a host local buffer that is copied to the optimal tiled image on the device // Create a host-visible staging buffer that contains the raw image data // This buffer will be the data source for copying texture data to the optimal tiled image on the device VkBuffer staging_buffer; VkDeviceMemory staging_memory; VkBufferCreateInfo buffer_create_info = vkb::initializers::buffer_create_info(); buffer_create_info.size = ktx_texture_size; // This buffer is used as a transfer source for the buffer copy buffer_create_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; buffer_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; VK_CHECK(vkCreateBuffer(get_device().get_handle(), &buffer_create_info, nullptr, &staging_buffer)); // Get memory requirements for the staging buffer (alignment, memory type bits) vkGetBufferMemoryRequirements(get_device().get_handle(), staging_buffer, &memory_requirements); memory_allocate_info.allocationSize = memory_requirements.size; // Get memory type index for a host visible buffer memory_allocate_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &staging_memory)); VK_CHECK(vkBindBufferMemory(get_device().get_handle(), staging_buffer, staging_memory, 0)); // Copy texture data into host local staging buffer uint8_t* data; VK_CHECK(vkMapMemory(get_device().get_handle(), staging_memory, 0, memory_requirements.size, 0, (void**)&data)); memcpy(data, ktx_image_data, ktx_texture_size); vkUnmapMemory(get_device().get_handle(), staging_memory); // Setup buffer copy regions for each mip level std::vector buffer_copy_regions; for (uint32_t i = 0; i < texture.mip_levels; i++) { ktx_size_t offset; KTX_error_code result = ktxTexture_GetImageOffset(ktx_texture, i, 0, 0, &offset); VkBufferImageCopy buffer_copy_region = {}; buffer_copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; buffer_copy_region.imageSubresource.mipLevel = i; buffer_copy_region.imageSubresource.baseArrayLayer = 0; buffer_copy_region.imageSubresource.layerCount = 1; buffer_copy_region.imageExtent.width = ktx_texture->baseWidth >> i; buffer_copy_region.imageExtent.height = ktx_texture->baseHeight >> i; buffer_copy_region.imageExtent.depth = 1; buffer_copy_region.bufferOffset = offset; buffer_copy_regions.push_back(buffer_copy_region); } // Create optimal tiled target image on the device VkImageCreateInfo image_create_info = vkb::initializers::image_create_info(); image_create_info.imageType = VK_IMAGE_TYPE_2D; image_create_info.format = format; image_create_info.mipLevels = texture.mip_levels; image_create_info.arrayLayers = 1; image_create_info.samples = VK_SAMPLE_COUNT_1_BIT; image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL; image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; // Set initial layout of the image to undefined image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; image_create_info.extent = { texture.width, texture.height, 1 }; image_create_info.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; VK_CHECK(vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &texture.image)); vkGetImageMemoryRequirements(get_device().get_handle(), texture.image, &memory_requirements); memory_allocate_info.allocationSize = memory_requirements.size; memory_allocate_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &texture.device_memory)); VK_CHECK(vkBindImageMemory(get_device().get_handle(), texture.image, texture.device_memory, 0)); VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true); // Image memory barriers for the texture image // The sub resource range describes the regions of the image that will be transitioned using the memory barriers below VkImageSubresourceRange subresource_range = {}; // Image only contains color data subresource_range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; // Start at first mip level subresource_range.baseMipLevel = 0; // We will transition on all mip levels subresource_range.levelCount = texture.mip_levels; // The 2D texture only has one layer subresource_range.layerCount = 1; // Transition the texture image layout to transfer target, so we can safely copy our buffer data to it. VkImageMemoryBarrier image_memory_barrier = vkb::initializers::image_memory_barrier(); image_memory_barrier.image = texture.image; image_memory_barrier.subresourceRange = subresource_range; image_memory_barrier.srcAccessMask = 0; image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; // Insert a memory dependency at the proper pipeline stages that will execute the image layout transition // Source pipeline stage is host write/read execution (VK_PIPELINE_STAGE_HOST_BIT) // Destination pipeline stage is copy command execution (VK_PIPELINE_STAGE_TRANSFER_BIT) vkCmdPipelineBarrier( copy_command, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier); // Copy mip levels from staging buffer vkCmdCopyBufferToImage( copy_command, staging_buffer, texture.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, static_cast(buffer_copy_regions.size()), buffer_copy_regions.data()); // Once the data has been uploaded we transfer to the texture image to the shader read layout, so it can be sampled from image_memory_barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; // Insert a memory dependency at the proper pipeline stages that will execute the image layout transition // Source pipeline stage stage is copy command execution (VK_PIPELINE_STAGE_TRANSFER_BIT) // Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) vkCmdPipelineBarrier( copy_command, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier); // Store current layout for later reuse texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; get_device().flush_command_buffer(copy_command, queue, true); // Clean up staging resources vkDestroyBuffer(get_device().get_handle(), staging_buffer, nullptr); vkFreeMemory(get_device().get_handle(), staging_memory, nullptr); } else { // Copy data to a linear tiled image VkImage mappable_image; VkDeviceMemory mappable_memory; // Load mip map level 0 to linear tiling image VkImageCreateInfo image_create_info = vkb::initializers::image_create_info(); image_create_info.imageType = VK_IMAGE_TYPE_2D; image_create_info.format = format; image_create_info.mipLevels = 1; image_create_info.arrayLayers = 1; image_create_info.samples = VK_SAMPLE_COUNT_1_BIT; image_create_info.tiling = VK_IMAGE_TILING_LINEAR; image_create_info.usage = VK_IMAGE_USAGE_SAMPLED_BIT; image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; image_create_info.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED; image_create_info.extent = { texture.width, texture.height, 1 }; VK_CHECK(vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &mappable_image)); // Get memory requirements for this image like size and alignment vkGetImageMemoryRequirements(get_device().get_handle(), mappable_image, &memory_requirements); // Set memory allocation size to required memory size memory_allocate_info.allocationSize = memory_requirements.size; // Get memory type that can be mapped to host memory memory_allocate_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &mappable_memory)); VK_CHECK(vkBindImageMemory(get_device().get_handle(), mappable_image, mappable_memory, 0)); // Map image memory void* data; ktx_size_t ktx_image_size = ktxTexture_GetImageSize(ktx_texture, 0); VK_CHECK(vkMapMemory(get_device().get_handle(), mappable_memory, 0, memory_requirements.size, 0, &data)); // Copy image data of the first mip level into memory memcpy(data, ktx_image_data, ktx_image_size); vkUnmapMemory(get_device().get_handle(), mappable_memory); // Linear tiled images don't need to be staged and can be directly used as textures texture.image = mappable_image; texture.device_memory = mappable_memory; texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; // Setup image memory barrier transfer image to shader read layout VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true); // The sub resource range describes the regions of the image we will be transition VkImageSubresourceRange subresource_range = {}; subresource_range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; subresource_range.baseMipLevel = 0; subresource_range.levelCount = 1; subresource_range.layerCount = 1; // Transition the texture image layout to shader read, so it can be sampled from VkImageMemoryBarrier image_memory_barrier = vkb::initializers::image_memory_barrier(); ; image_memory_barrier.image = texture.image; image_memory_barrier.subresourceRange = subresource_range; image_memory_barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT; image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED; image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; // Insert a memory dependency at the proper pipeline stages that will execute the image layout transition // Source pipeline stage is host write/read execution (VK_PIPELINE_STAGE_HOST_BIT) // Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) vkCmdPipelineBarrier( copy_command, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier); get_device().flush_command_buffer(copy_command, queue, true); } // now, the ktx_texture can be destroyed ktxTexture_Destroy(ktx_texture); // Calculate valid filter and mipmap modes VkFilter filter = VK_FILTER_LINEAR; VkSamplerMipmapMode mipmap_mode = VK_SAMPLER_MIPMAP_MODE_LINEAR; vkb::make_filters_valid(get_device().get_gpu().get_handle(), format, &filter, &mipmap_mode); // Create a texture sampler // In Vulkan textures are accessed by samplers // This separates all the sampling information from the texture data. This means you could have multiple sampler objects for the same texture with different settings // Note: Similar to the samplers available with OpenGL 3.3 VkSamplerCreateInfo sampler = vkb::initializers::sampler_create_info(); sampler.magFilter = filter; sampler.minFilter = filter; sampler.mipmapMode = mipmap_mode; sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; sampler.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; sampler.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; sampler.mipLodBias = 0.0f; sampler.compareOp = VK_COMPARE_OP_NEVER; sampler.minLod = 0.0f; // Set max level-of-detail to mip level count of the texture sampler.maxLod = (use_staging) ? static_cast(texture.mip_levels) : 0.0f; // Enable anisotropic filtering // This feature is optional, so we must check if it's supported on the device if (get_device().get_gpu().get_features().samplerAnisotropy) { // Use max. level of anisotropy for this example sampler.maxAnisotropy = get_device().get_gpu().get_properties().limits.maxSamplerAnisotropy; sampler.anisotropyEnable = VK_TRUE; } else { // The device does not support anisotropic filtering sampler.maxAnisotropy = 1.0; sampler.anisotropyEnable = VK_FALSE; } sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE; VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler, nullptr, &texture.sampler)); // Create image view // Textures are not directly accessed by the shaders and // are abstracted by image views containing additional // information and sub resource ranges VkImageViewCreateInfo view = vkb::initializers::image_view_create_info(); view.viewType = VK_IMAGE_VIEW_TYPE_2D; view.format = format; view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A }; // The subresource range describes the set of mip levels (and array layers) that can be accessed through this image view // It's possible to create multiple image views for a single image referring to different (and/or overlapping) ranges of the image view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; view.subresourceRange.baseMipLevel = 0; view.subresourceRange.baseArrayLayer = 0; view.subresourceRange.layerCount = 1; // Linear tiling usually won't support mip maps // Only set mip map count if optimal tiling is used view.subresourceRange.levelCount = (use_staging) ? texture.mip_levels : 1; // The view will be based on the texture's image view.image = texture.image; VK_CHECK(vkCreateImageView(get_device().get_handle(), &view, nullptr, &texture.view)); } // Free all Vulkan resources used by a texture object void TextureLoading::destroy_texture(Texture texture) { vkDestroyImageView(get_device().get_handle(), texture.view, nullptr); vkDestroyImage(get_device().get_handle(), texture.image, nullptr); vkDestroySampler(get_device().get_handle(), texture.sampler, nullptr); vkFreeMemory(get_device().get_handle(), texture.device_memory, nullptr); } void TextureLoading::build_command_buffers() { VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info(); VkClearValue clear_values[2]; clear_values[0].color = default_clear_color; clear_values[1].depthStencil = { 0.0f, 0 }; VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info(); render_pass_begin_info.renderPass = render_pass; render_pass_begin_info.renderArea.offset.x = 0; render_pass_begin_info.renderArea.offset.y = 0; render_pass_begin_info.renderArea.extent.width = width; render_pass_begin_info.renderArea.extent.height = height; render_pass_begin_info.clearValueCount = 2; render_pass_begin_info.pClearValues = clear_values; for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i) { // Set target frame buffer render_pass_begin_info.framebuffer = framebuffers[i]; VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info)); vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE); VkViewport viewport = vkb::initializers::viewport(static_cast(width), static_cast(height), 0.0f, 1.0f); vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport); VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0); vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor); vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.background); vkCmdDraw(draw_cmd_buffers[i], 6, 1, 0, 0); vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, NULL); vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid); VkDeviceSize offsets[1] = { 0 }; vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, vertex_buffer->get(), offsets); vkCmdBindIndexBuffer(draw_cmd_buffers[i], index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT32); vkCmdDrawIndexed(draw_cmd_buffers[i], index_count, 1, 0, 0, 0); draw_ui(draw_cmd_buffers[i]); vkCmdEndRenderPass(draw_cmd_buffers[i]); VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i])); } } void TextureLoading::draw() { ApiVulkanSample::prepare_frame(); // Command buffer to be submitted to the queue submit_info.commandBufferCount = 1; submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer]; // Submit to queue VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE)); ApiVulkanSample::submit_frame(); } void TextureLoading::generate_quad() { // Setup vertices for a single uv-mapped quad made from two triangles std::vector vertices = { {{1.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}}, {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}, {{1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}} }; // Setup indices std::vector indices = { 0, 1, 2, 2, 3, 0 }; index_count = static_cast(indices.size()); auto vertex_buffer_size = vkb::to_u32(vertices.size() * sizeof(TextureLoadingVertexStructure)); auto index_buffer_size = vkb::to_u32(indices.size() * sizeof(uint32_t)); // Create buffers // For the sake of simplicity we won't stage the vertex data to the gpu memory // Vertex buffer vertex_buffer = std::make_unique(get_device(), vertex_buffer_size, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU); vertex_buffer->update(vertices.data(), vertex_buffer_size); index_buffer = std::make_unique(get_device(), index_buffer_size, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU); index_buffer->update(indices.data(), index_buffer_size); } void TextureLoading::setup_descriptor_pool() { // Example uses one ubo and one image sampler std::vector pool_sizes = { vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1) }; VkDescriptorPoolCreateInfo descriptor_pool_create_info = vkb::initializers::descriptor_pool_create_info( static_cast(pool_sizes.size()), pool_sizes.data(), 2); VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool)); } void TextureLoading::setup_descriptor_set_layout_bg() { VkPipelineLayoutCreateInfo layout_info{ .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO }; vkCreatePipelineLayout(get_device().get_handle(), &layout_info, nullptr, &pipeline_layout_bg); } void TextureLoading::setup_descriptor_set_layout() { std::vector set_layout_bindings = { // Binding 0 : Vertex shader uniform buffer vkb::initializers::descriptor_set_layout_binding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 1 : Fragment shader image sampler vkb::initializers::descriptor_set_layout_binding( VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1) }; VkDescriptorSetLayoutCreateInfo descriptor_layout = vkb::initializers::descriptor_set_layout_create_info( set_layout_bindings.data(), static_cast(set_layout_bindings.size())); VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout)); VkPipelineLayoutCreateInfo pipeline_layout_create_info = vkb::initializers::pipeline_layout_create_info( &descriptor_set_layout, 1); VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout)); } void TextureLoading::setup_descriptor_set() { VkDescriptorSetAllocateInfo alloc_info = vkb::initializers::descriptor_set_allocate_info( descriptor_pool, &descriptor_set_layout, 1); VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set)); VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffer_vs); // Setup a descriptor image info for the current texture to be used as a combined image sampler VkDescriptorImageInfo image_descriptor; image_descriptor.imageView = texture.view; // The image's view (images are never directly accessed by the shader, but rather through views defining subresources) image_descriptor.sampler = texture.sampler; // The sampler (Telling the pipeline how to sample the texture, including repeat, border, etc.) image_descriptor.imageLayout = texture.image_layout; // The current layout of the image (Note: Should always fit the actual use, e.g. shader read) std::vector write_descriptor_sets = { // Binding 0 : Vertex shader uniform buffer vkb::initializers::write_descriptor_set( descriptor_set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &buffer_descriptor), // Binding 1 : Fragment shader texture sampler // Fragment shader: layout (binding = 1) uniform sampler2D samplerColor; vkb::initializers::write_descriptor_set( descriptor_set, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, // The descriptor set will use a combined image sampler (sampler and image could be split) 1, // Shader binding point 1 &image_descriptor) // Pointer to the descriptor image for our texture }; vkUpdateDescriptorSets(get_device().get_handle(), static_cast(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL); } void TextureLoading::prepare_pipeline_bg() { VkPipelineInputAssemblyStateCreateInfo input_assembly_state = vkb::initializers::pipeline_input_assembly_state_create_info( VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterization_state = vkb::initializers::pipeline_rasterization_state_create_info( VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blend_attachment_state = vkb::initializers::pipeline_color_blend_attachment_state( 0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo color_blend_state = vkb::initializers::pipeline_color_blend_state_create_info( 1, &blend_attachment_state); VkPipelineDepthStencilStateCreateInfo depth_stencil_state = vkb::initializers::pipeline_depth_stencil_state_create_info( VK_FALSE, VK_FALSE, VK_COMPARE_OP_GREATER); VkPipelineViewportStateCreateInfo viewport_state = vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisample_state = vkb::initializers::pipeline_multisample_state_create_info( VK_SAMPLE_COUNT_1_BIT, 0); std::vector dynamic_state_enables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamic_state = vkb::initializers::pipeline_dynamic_state_create_info( dynamic_state_enables.data(), static_cast(dynamic_state_enables.size()), 0); std::array shader_stages; shader_stages[0] = load_shader("texture_loading", "bg.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shader_stages[1] = load_shader("texture_loading", "bg.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VkPipelineVertexInputStateCreateInfo vertex_input_state_bg = vkb::initializers::pipeline_vertex_input_state_create_info(); VkGraphicsPipelineCreateInfo pipeline_create_info = vkb::initializers::pipeline_create_info( pipeline_layout_bg, render_pass, 0); pipeline_create_info.pVertexInputState = &vertex_input_state_bg; pipeline_create_info.pInputAssemblyState = &input_assembly_state; pipeline_create_info.pRasterizationState = &rasterization_state; pipeline_create_info.pColorBlendState = &color_blend_state; pipeline_create_info.pMultisampleState = &multisample_state; pipeline_create_info.pViewportState = &viewport_state; pipeline_create_info.pDepthStencilState = &depth_stencil_state; pipeline_create_info.pDynamicState = &dynamic_state; pipeline_create_info.stageCount = static_cast(shader_stages.size()); pipeline_create_info.pStages = shader_stages.data(); VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.background)); } void TextureLoading::prepare_pipelines() { VkPipelineInputAssemblyStateCreateInfo input_assembly_state = vkb::initializers::pipeline_input_assembly_state_create_info( VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterization_state = vkb::initializers::pipeline_rasterization_state_create_info( VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blend_attachment_state = vkb::initializers::pipeline_color_blend_attachment_state( 0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo color_blend_state = vkb::initializers::pipeline_color_blend_state_create_info( 1, &blend_attachment_state); // Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept VkPipelineDepthStencilStateCreateInfo depth_stencil_state = vkb::initializers::pipeline_depth_stencil_state_create_info( VK_TRUE, VK_TRUE, VK_COMPARE_OP_GREATER); VkPipelineViewportStateCreateInfo viewport_state = vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisample_state = vkb::initializers::pipeline_multisample_state_create_info( VK_SAMPLE_COUNT_1_BIT, 0); std::vector dynamic_state_enables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamic_state = vkb::initializers::pipeline_dynamic_state_create_info( dynamic_state_enables.data(), static_cast(dynamic_state_enables.size()), 0); // Load shaders std::array shader_stages; shader_stages[0] = load_shader("texture_loading", "texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shader_stages[1] = load_shader("texture_loading", "texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); // Vertex bindings and attributes const std::vector vertex_input_bindings = { vkb::initializers::vertex_input_binding_description(0, sizeof(TextureLoadingVertexStructure), VK_VERTEX_INPUT_RATE_VERTEX), }; const std::vector vertex_input_attributes = { vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(TextureLoadingVertexStructure, pos)), vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32_SFLOAT, offsetof(TextureLoadingVertexStructure, uv)), vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32G32B32_SFLOAT, offsetof(TextureLoadingVertexStructure, normal)), }; VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info(); vertex_input_state.vertexBindingDescriptionCount = static_cast(vertex_input_bindings.size()); vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data(); vertex_input_state.vertexAttributeDescriptionCount = static_cast(vertex_input_attributes.size()); vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data(); VkGraphicsPipelineCreateInfo pipeline_create_info = vkb::initializers::pipeline_create_info( pipeline_layout, render_pass, 0); pipeline_create_info.pVertexInputState = &vertex_input_state; pipeline_create_info.pInputAssemblyState = &input_assembly_state; pipeline_create_info.pRasterizationState = &rasterization_state; pipeline_create_info.pColorBlendState = &color_blend_state; pipeline_create_info.pMultisampleState = &multisample_state; pipeline_create_info.pViewportState = &viewport_state; pipeline_create_info.pDepthStencilState = &depth_stencil_state; pipeline_create_info.pDynamicState = &dynamic_state; pipeline_create_info.stageCount = static_cast(shader_stages.size()); pipeline_create_info.pStages = shader_stages.data(); VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.solid)); } // Prepare and initialize uniform buffer containing shader uniforms void TextureLoading::prepare_uniform_buffers() { // Vertex shader uniform buffer block uniform_buffer_vs = std::make_unique(get_device(), sizeof(ubo_vs), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU); update_uniform_buffers(); } void TextureLoading::update_uniform_buffers() { // Vertex shader ubo_vs.projection = glm::perspective(glm::radians(60.0f), static_cast(width) / static_cast(height), 0.001f, 256.0f); glm::mat4 view_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom)); ubo_vs.model = view_matrix * glm::translate(glm::mat4(1.0f), camera_pos); ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)); ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)); ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f)); ubo_vs.view_pos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f); uniform_buffer_vs->convert_and_update(ubo_vs); } bool TextureLoading::prepare(const vkb::ApplicationOptions& options) { if (!ApiVulkanSample::prepare(options)) { return false; } // --- 加载前景纹理 (示例) --- int width = 640; int height = 480; int rowStride; auto testImage = generateSimpleTestImage(width, height, &rowStride); size_t dataSize = testImage.size(); std::cout << "Generated test image: " << width << "x" << height << std::endl; std::cout << "Row stride: " << rowStride << std::endl; std::cout << "Data size: " << dataSize << " bytes" << std::endl; processWithVulkan(testImage.data(), width, height, rowStride, dataSize, cam_text); load_texture(); generate_quad(); prepare_uniform_buffers(); setup_descriptor_set_layout(); setup_descriptor_set_layout_bg(); prepare_pipelines(); prepare_pipeline_bg(); setup_descriptor_pool(); setup_descriptor_set(); build_command_buffers(); prepared = true; return true; } void TextureLoading::render(float delta_time) { if (!prepared) { return; } draw(); } void TextureLoading::view_changed() { update_uniform_buffers(); } void TextureLoading::on_update_ui_overlay(vkb::Drawer& drawer) { if (drawer.header("Settings")) { if (drawer.slider_float("LOD bias", &ubo_vs.lod_bias, 0.0f, static_cast(texture.mip_levels))) { update_uniform_buffers(); } } } std::unique_ptr create_texture_loading() { return std::make_unique(); } void TextureLoading::processWithVulkan(uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& out_texture) { VkDevice& device = get_device().get_handle(); const VkPhysicalDevice& physicalDevice = get_device().get_gpu().get_handle(); if (out_texture.image == VK_NULL_HANDLE) { createTexture(device, physicalDevice, width, height, out_texture); } const VkCommandPool& commandPool = get_device().get_command_pool().get_handle(); updateTexture(device, physicalDevice, commandPool, queue, data, width, height, rowStride, dataSize, out_texture); // 如果纹理被更新,并且管线已经准备好,可能需要重建命令缓冲区 // 这取决于你的应用逻辑。简单起见,在外部函数中处理。 } // --- 以下函数保持不变 --- void TextureLoading::createTexture(VkDevice device, VkPhysicalDevice physicalDevice, int width, int height, Texture& texture) { texture.width = width; texture.height = height; texture.mip_levels = 1; VkImageCreateInfo imageInfo = {}; imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; imageInfo.imageType = VK_IMAGE_TYPE_2D; imageInfo.format = VK_FORMAT_R8G8B8A8_UNORM; // RGBA_8888 imageInfo.extent.width = width; imageInfo.extent.height = height; imageInfo.extent.depth = 1; imageInfo.mipLevels = 1; imageInfo.arrayLayers = 1; imageInfo.samples = VK_SAMPLE_COUNT_1_BIT; imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL; imageInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE; imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; if (vkCreateImage(device, &imageInfo, nullptr, &texture.image) != VK_SUCCESS) { throw std::runtime_error("Failed to create image!"); } VkMemoryRequirements memRequirements; vkGetImageMemoryRequirements(device, texture.image, &memRequirements); VkMemoryAllocateInfo allocInfo = {}; allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; allocInfo.allocationSize = memRequirements.size; allocInfo.memoryTypeIndex = findMemoryType(physicalDevice, memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); if (vkAllocateMemory(device, &allocInfo, nullptr, &texture.device_memory) != VK_SUCCESS) { throw std::runtime_error("Failed to allocate image memory!"); } vkBindImageMemory(device, texture.image, texture.device_memory, 0); VkImageViewCreateInfo viewInfo = {}; viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; viewInfo.image = texture.image; viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D; viewInfo.format = VK_FORMAT_R8G8B8A8_UNORM; viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; viewInfo.subresourceRange.baseMipLevel = 0; viewInfo.subresourceRange.levelCount = 1; viewInfo.subresourceRange.baseArrayLayer = 0; viewInfo.subresourceRange.layerCount = 1; if (vkCreateImageView(device, &viewInfo, nullptr, &texture.view) != VK_SUCCESS) { throw std::runtime_error("Failed to create texture image view!"); } VkSamplerCreateInfo samplerInfo = {}; samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; samplerInfo.magFilter = VK_FILTER_LINEAR; samplerInfo.minFilter = VK_FILTER_LINEAR; samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samplerInfo.anisotropyEnable = VK_FALSE; samplerInfo.maxAnisotropy = 1.0f; samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK; samplerInfo.unnormalizedCoordinates = VK_FALSE; samplerInfo.compareEnable = VK_FALSE; samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS; samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; samplerInfo.mipLodBias = 0.0f; samplerInfo.minLod = 0.0f; samplerInfo.maxLod = 0.0f; if (vkCreateSampler(device, &samplerInfo, nullptr, &texture.sampler) != VK_SUCCESS) { throw std::runtime_error("Failed to create texture sampler!"); } texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; } void TextureLoading::updateTexture(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue queue, uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& texture) { VkBuffer stagingBuffer; VkDeviceMemory stagingBufferMemory; VkBufferCreateInfo bufferInfo = {}; bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; bufferInfo.size = dataSize; bufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE; if (vkCreateBuffer(device, &bufferInfo, nullptr, &stagingBuffer) != VK_SUCCESS) { throw std::runtime_error("Failed to create staging buffer!"); } VkMemoryRequirements memRequirements; vkGetBufferMemoryRequirements(device, stagingBuffer, &memRequirements); VkMemoryAllocateInfo allocInfo = {}; allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; allocInfo.allocationSize = memRequirements.size; allocInfo.memoryTypeIndex = findMemoryType(physicalDevice, memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) { throw std::runtime_error("Failed to allocate staging buffer memory!"); } vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0); void* mappedData; vkMapMemory(device, stagingBufferMemory, 0, dataSize, 0, &mappedData); if (rowStride == width * 4) { memcpy(mappedData, data, dataSize); } else { uint8_t* dst = static_cast(mappedData); const uint8_t* src = data; size_t dstRowStride = width * 4; for (int y = 0; y < height; y++) { memcpy(dst, src, dstRowStride); dst += dstRowStride; src += rowStride; } } vkUnmapMemory(device, stagingBufferMemory); VkCommandBuffer commandBuffer = beginSingleTimeCommands(device, commandPool); transitionImageLayout(commandBuffer, texture.image, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); VkBufferImageCopy region = {}; region.bufferOffset = 0; region.bufferRowLength = 0; region.bufferImageHeight = 0; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; region.imageSubresource.mipLevel = 0; region.imageSubresource.baseArrayLayer = 0; region.imageSubresource.layerCount = 1; region.imageOffset = { 0, 0, 0 }; region.imageExtent = { static_cast(width), static_cast(height), 1 }; vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, texture.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); transitionImageLayout(commandBuffer, texture.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); endSingleTimeCommands(device, commandPool, queue, commandBuffer); vkDestroyBuffer(device, stagingBuffer, nullptr); vkFreeMemory(device, stagingBufferMemory, nullptr); texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; } uint32_t TextureLoading::findMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties) { VkPhysicalDeviceMemoryProperties memProperties; vkGetPhysicalDeviceMemoryProperties(physicalDevice, &memProperties); for (uint32_t i = 0; i < memProperties.memoryTypeCount; i++) { if ((typeFilter & (1 << i)) && (memProperties.memoryTypes[i].propertyFlags & properties) == properties) { return i; } } throw std::runtime_error("Failed to find suitable memory type!"); } VkCommandBuffer TextureLoading::beginSingleTimeCommands(VkDevice device, VkCommandPool commandPool) { VkCommandBufferAllocateInfo allocInfo = {}; allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; allocInfo.commandPool = commandPool; allocInfo.commandBufferCount = 1; VkCommandBuffer commandBuffer; vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer); VkCommandBufferBeginInfo beginInfo = {}; beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; vkBeginCommandBuffer(commandBuffer, &beginInfo); return commandBuffer; } void TextureLoading::endSingleTimeCommands(VkDevice device, VkCommandPool commandPool, VkQueue queue, VkCommandBuffer commandBuffer) { vkEndCommandBuffer(commandBuffer); VkSubmitInfo submitInfo = {}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &commandBuffer; vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE); vkQueueWaitIdle(queue); vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer); } void TextureLoading::transitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout) { VkImageMemoryBarrier barrier = {}; barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; barrier.oldLayout = oldLayout; barrier.newLayout = newLayout; barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.image = image; barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; barrier.subresourceRange.baseMipLevel = 0; barrier.subresourceRange.levelCount = 1; barrier.subresourceRange.baseArrayLayer = 0; barrier.subresourceRange.layerCount = 1; VkPipelineStageFlags sourceStage; VkPipelineStageFlags destinationStage; if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED && newLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) { barrier.srcAccessMask = 0; barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; sourceStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; destinationStage = VK_PIPELINE_STAGE_TRANSFER_BIT; } else if (oldLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL && newLayout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) { barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; sourceStage = VK_PIPELINE_STAGE_TRANSFER_BIT; destinationStage = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; } else { throw std::invalid_argument("Unsupported layout transition!"); } vkCmdPipelineBarrier(commandBuffer, sourceStage, destinationStage, 0, 0, nullptr, 0, nullptr, 1, &barrier); }