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Vulkan-Samples/samples/api/texture_loading/texture_loading.cpp
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2025-09-11 18:31:09 +08:00

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/* 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::loadTextIns = nullptr;
TextureLoading::TextureLoading()
{
zoom = -2.5f;
rotation = {0.0f, 15.0f, 0.0f};
title = "Texture loading";
loadTextIns = this;
}
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);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
}
destroy_texture(texture);
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;
}
}
/*
Upload texture image data to the GPU
Vulkan offers two types of image tiling (memory layout):
Linear tiled images:
These are stored as is and can be copied directly to. But due to the linear nature they're not a good match for GPUs and format and feature support is very limited.
It's not advised to use linear tiled images for anything else than copying from host to GPU if buffer copies are not an option.
Linear tiling is thus only implemented for learning purposes, one should always prefer optimal tiled image.
Optimal tiled images:
These are stored in an implementation specific layout matching the capability of the hardware. They usually support more formats and features and are much faster.
Optimal tiled images are stored on the device and not accessible by the host. So they can't be written directly to (like liner tiled images) and always require
some sort of data copy, either from a buffer or a linear tiled image.
In Short: Always use optimal tiled images for rendering.
*/
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<VkBufferImageCopy> 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<uint32_t>(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<float>(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<float>(width), static_cast<float>(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);
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]));
}
}
// ɼ򵥵IJͼݣɫ
std::vector<uint8_t> generateSimpleTestImage(int width, int height, int* outRowStride = nullptr) {
int rowStride = width * 4; // RGBA ÿ4ֽ
if (outRowStride) {
*outRowStride = rowStride;
}
size_t dataSize = rowStride * height;
std::vector<uint8_t> imageData(dataSize, 0);
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
int pixelOffset = y * rowStride + x * 4;
// 򵥷ֳ򣺺졢̡
if (x < width / 3) {
// ɫ
imageData[pixelOffset] = 255; // R
imageData[pixelOffset + 1] = 0; // G
imageData[pixelOffset + 2] = 0; // B
}
else if (x < 2 * width / 3) {
// ɫ
imageData[pixelOffset] = 0; // R
imageData[pixelOffset + 1] = 255; // G
imageData[pixelOffset + 2] = 0; // B
}
else {
// ɫ
imageData[pixelOffset] = 0; // R
imageData[pixelOffset + 1] = 0; // G
imageData[pixelOffset + 2] = 255; // B
}
imageData[pixelOffset + 3] = 255; // A (ȫ͸)
}
}
return imageData;
}
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<TextureLoadingVertexStructure> 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<uint32_t> indices = {0, 1, 2, 2, 3, 0};
index_count = static_cast<uint32_t>(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<vkb::core::BufferC>(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<vkb::core::BufferC>(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<VkDescriptorPoolSize> 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<uint32_t>(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()
{
std::vector<VkDescriptorSetLayoutBinding> 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<uint32_t>(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<VkWriteDescriptorSet> 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<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}
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<VkDynamicState> 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<uint32_t>(dynamic_state_enables.size()),
0);
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> 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<VkVertexInputBindingDescription> vertex_input_bindings = {
vkb::initializers::vertex_input_binding_description(0, sizeof(TextureLoadingVertexStructure), VK_VERTEX_INPUT_RATE_VERTEX),
};
const std::vector<VkVertexInputAttributeDescription> 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<uint32_t>(vertex_input_bindings.size());
vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data();
vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(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<uint32_t>(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<vkb::core::BufferC>(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<float>(width) / static_cast<float>(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;
}
//load_texture();
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, 1, rowStride, dataSize);
generate_quad();
prepare_uniform_buffers();
setup_descriptor_set_layout();
prepare_pipelines();
setup_descriptor_pool();
setup_descriptor_set();
build_command_buffers();
prepared = true;
return true;
}
void TextureLoading::render(float delta_time)
{
if (!prepared)
{
return;
}
if (texture.width == 0)
{
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<float>(texture.mip_levels)))
{
update_uniform_buffers();
}
}
}
std::unique_ptr<vkb::Application> create_texture_loading()
{
return std::make_unique<TextureLoading>();
}
void TextureLoadProcessWithVulkan(uint8_t* data, int width, int height, int format, int rowStride, size_t dataSize)
{
TextureLoading::Get()->processWithVulkan(data, width, height, format, rowStride, dataSize);
}
void TextureLoading::processWithVulkan(uint8_t* data, int width, int height, int format, int rowStride, size_t dataSize)
{
Texture& out_texture = texture; //cam_text;
VkDevice& device = get_device().get_handle();
const VkPhysicalDevice& physicalDevice = get_device().get_gpu().get_handle();
// ǷҪ
if (out_texture.image == VK_NULL_HANDLE) {
createTexture(device, physicalDevice, width, height, format, out_texture);
}
const VkCommandPool& commandPool = get_device().get_command_pool().get_handle();
//
updateTexture(device, physicalDevice, commandPool, queue, data, width, height,
rowStride, dataSize, out_texture);
}
void TextureLoading::createTexture(VkDevice device, VkPhysicalDevice physicalDevice,
int width, int height, int format, Texture& texture) {
texture.width = width;
texture.height = height;
texture.mip_levels = 1;
// ͼ
VkImageCreateInfo imageInfo = {};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.format = VK_FORMAT_R8G8B8A8_UNORM; // ƥ 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!");
}
// ڴ
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);
// ͼͼ
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) {
// ʱ staging buffer
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);
// ݵ staging buffer
void* mappedData;
vkMapMemory(device, stagingBufferMemory, 0, dataSize, 0, &mappedData);
// вһµ
if (rowStride == width * 4) {
// вƥ䣬ֱӸ
memcpy(mappedData, data, dataSize);
}
else {
// Ҫиƣ padding
uint8_t* dst = static_cast<uint8_t*>(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);
// תͼ񲼾ΪĿ
transitionImageLayout(commandBuffer, texture.image,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// buffer image
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<uint32_t>(width),
static_cast<uint32_t>(height), 1 };
vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
// תͼ񲼾Ϊɫȡ
transitionImageLayout(commandBuffer, texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
endSingleTimeCommands(device, commandPool, queue, commandBuffer);
// ʱԴ
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);
}