vkdoom_m/src/rendering/vulkan/textures/vk_hwtexture.cpp
2019-02-27 15:37:37 +01:00

442 lines
13 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2018 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** Container class for the various translations a texture can have.
**
*/
#include "templates.h"
#include "c_cvars.h"
#include "r_data/colormaps.h"
#include "hwrenderer/textures/hw_material.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/scene/hw_renderstate.h"
#include "vulkan/system/vk_objects.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_framebuffer.h"
#include "vulkan/textures/vk_samplers.h"
#include "vulkan/renderer/vk_renderpass.h"
#include "vk_hwtexture.h"
VkHardwareTexture::VkHardwareTexture()
{
}
VkHardwareTexture::~VkHardwareTexture()
{
}
void VkHardwareTexture::Reset()
{
mDescriptorSet.reset();
mImage.reset();
mImageView.reset();
mStagingBuffer.reset();
}
VulkanDescriptorSet *VkHardwareTexture::GetDescriptorSet(const FMaterialState &state)
{
if (!mImage)
{
FTexture *tex = state.mMaterial->tex;
if (!tex->isHardwareCanvas())
{
int clampmode = state.mClampMode;
//if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
//if (tex->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
//else if ((tex->isWarped() || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
int translation = state.mTranslation;
if (translation <= 0)
{
translation = -translation;
}
else
{
auto remap = TranslationToTable(translation);
translation = remap == nullptr ? 0 : remap->GetUniqueIndex();
}
bool needmipmap = (clampmode <= CLAMP_XY);
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = state.mMaterial->isExpanded() ? CTF_Expand : (gl_texture_usehires && !tex->isScaled() && clampmode <= CLAMP_XY) ? CTF_CheckHires : 0;
FTextureBuffer texbuffer = tex->CreateTexBuffer(translation, flags | CTF_ProcessData);
CreateTexture(texbuffer.mWidth, texbuffer.mHeight, 4, VK_FORMAT_B8G8R8A8_UNORM, texbuffer.mBuffer);
}
else
{
static const uint32_t testpixels[4 * 4] =
{
0xff0000ff, 0xff0000ff, 0xffff00ff, 0xffff00ff,
0xff0000ff, 0xff0000ff, 0xffff00ff, 0xffff00ff,
0xff00ff00, 0xff00ff00, 0x0000ffff, 0xff00ffff,
0xff00ff00, 0xff00ff00, 0x0000ffff, 0xff00ffff,
};
CreateTexture(4, 4, 4, VK_FORMAT_R8G8B8A8_UNORM, testpixels);
}
}
if (!mDescriptorSet)
{
auto fb = GetVulkanFrameBuffer();
mDescriptorSet = fb->GetRenderPassManager()->DescriptorPool->allocate(fb->GetRenderPassManager()->TextureSetLayout.get());
WriteDescriptors update;
update.addCombinedImageSampler(mDescriptorSet.get(), 0, mImageView.get(), fb->GetSamplerManager()->Get(0), mImageLayout);
update.updateSets(fb->device);
}
return mDescriptorSet.get();
}
void VkHardwareTexture::CreateTexture(int w, int h, int pixelsize, VkFormat format, const void *pixels)
{
auto fb = GetVulkanFrameBuffer();
int totalSize = w * h * pixelsize;
BufferBuilder bufbuilder;
bufbuilder.setSize(totalSize);
bufbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
mStagingBuffer = bufbuilder.create(fb->device);
uint8_t *data = (uint8_t*)mStagingBuffer->Map(0, totalSize);
memcpy(data, pixels, totalSize);
mStagingBuffer->Unmap();
ImageBuilder imgbuilder;
imgbuilder.setFormat(format);
imgbuilder.setSize(w, h, GetMipLevels(w, h));
imgbuilder.setUsage(VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
mImage = imgbuilder.create(fb->device);
ImageViewBuilder viewbuilder;
viewbuilder.setImage(mImage.get(), format);
mImageView = viewbuilder.create(fb->device);
auto cmdbuffer = fb->GetUploadCommands();
PipelineBarrier imageTransition0;
imageTransition0.addImage(mImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
imageTransition0.execute(cmdbuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = 1;
region.imageExtent.depth = 1;
region.imageExtent.width = w;
region.imageExtent.height = h;
cmdbuffer->copyBufferToImage(mStagingBuffer->buffer, mImage->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
GenerateMipmaps(mImage.get(), cmdbuffer);
}
void VkHardwareTexture::GenerateMipmaps(VulkanImage *image, VulkanCommandBuffer *cmdbuffer)
{
int mipWidth = image->width;
int mipHeight = image->height;
int i;
for (i = 1; mipWidth > 1 || mipHeight > 1; i++)
{
PipelineBarrier barrier0;
barrier0.addImage(image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_ASPECT_COLOR_BIT, i - 1);
barrier0.execute(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
int nextWidth = std::max(mipWidth >> 1, 1);
int nextHeight = std::max(mipHeight >> 1, 1);
VkImageBlit blit = {};
blit.srcOffsets[0] = { 0, 0, 0 };
blit.srcOffsets[1] = { mipWidth, mipHeight, 1 };
blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.srcSubresource.mipLevel = i - 1;
blit.srcSubresource.baseArrayLayer = 0;
blit.srcSubresource.layerCount = 1;
blit.dstOffsets[0] = { 0, 0, 0 };
blit.dstOffsets[1] = { nextWidth, nextHeight, 1 };
blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.dstSubresource.mipLevel = i;
blit.dstSubresource.baseArrayLayer = 0;
blit.dstSubresource.layerCount = 1;
cmdbuffer->blitImage(image->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &blit, VK_FILTER_LINEAR);
PipelineBarrier barrier1;
barrier1.addImage(image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_TRANSFER_READ_BIT, VK_ACCESS_SHADER_READ_BIT, VK_IMAGE_ASPECT_COLOR_BIT, i - 1);
barrier1.execute(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
mipWidth = nextWidth;
mipHeight = nextHeight;
}
PipelineBarrier barrier2;
barrier2.addImage(image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_TRANSFER_READ_BIT, VK_ACCESS_SHADER_READ_BIT, VK_IMAGE_ASPECT_COLOR_BIT, i - 1);
barrier2.execute(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
int VkHardwareTexture::GetMipLevels(int w, int h)
{
int levels = 1;
while (w > 1 || h > 1)
{
w = std::max(w >> 1, 1);
h = std::max(h >> 1, 1);
levels++;
}
return levels;
}
void VkHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
{
if (!mImage)
{
auto fb = GetVulkanFrameBuffer();
ImageBuilder imgbuilder;
imgbuilder.setFormat(VK_FORMAT_B8G8R8A8_UNORM);
imgbuilder.setSize(w, h);
imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
imgbuilder.setLinearTiling();
mImage = imgbuilder.create(fb->device);
mImageLayout = VK_IMAGE_LAYOUT_GENERAL;
mTexelsize = texelsize;
ImageViewBuilder viewbuilder;
viewbuilder.setImage(mImage.get(), texelsize == 4 ? VK_FORMAT_B8G8R8A8_UNORM : VK_FORMAT_R8_UNORM);
mImageView = viewbuilder.create(fb->device);
auto cmdbuffer = fb->GetUploadCommands();
PipelineBarrier imageTransition;
imageTransition.addImage(mImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, mImageLayout, 0, VK_ACCESS_SHADER_READ_BIT);
imageTransition.execute(cmdbuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
}
uint8_t *VkHardwareTexture::MapBuffer()
{
return (uint8_t*)mImage->Map(0, mImage->width * mImage->height * mTexelsize);
}
unsigned int VkHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const char *name)
{
mImage->Unmap();
return 0;
}
#if 0
//===========================================================================
//
// Creates the low level texture object
//
//===========================================================================
VkResult VkHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, bool mipmap, int translation)
{
int rh,rw;
bool deletebuffer=false;
auto tTex = GetTexID(translation);
// We cannot determine if the old texture is still needed, so if something is trying to recreate a still existing texture this must fail.
// Normally it should never occur that a texture needs to be recreated in the middle of a frame.
if (tTex->vkTexture != nullptr) return VK_ERROR_INITIALIZATION_FAILED;
tTex->vkTexture = new VkTexture(vDevice);;
rw = vDevice->GetTexDimension(w);
rh = vDevice->GetTexDimension(h);
if (rw < w || rh < h)
{
// The texture is larger than what the hardware can handle so scale it down.
unsigned char * scaledbuffer=(unsigned char *)calloc(4,rw * (rh+1));
if (scaledbuffer)
{
ResizeTexture(w, h, rw, rh, buffer, scaledbuffer);
deletebuffer=true;
buffer=scaledbuffer;
}
}
auto res = tTex->vkTexture->Create(buffer, w, h, mipmap, vkTextureBytes);
if (res != VK_SUCCESS)
{
delete tTex->vkTexture;
tTex->vkTexture = nullptr;
}
return res;
}
//===========================================================================
//
// Creates a texture
//
//===========================================================================
VkHardwareTexture::VkHardwareTexture(VulkanDevice *dev, bool nocompression)
{
forcenocompression = nocompression;
vkDefTex.vkTexture = nullptr;
vkDefTex.translation = 0;
vkDefTex.mipmapped = false;
vDevice = dev;
}
//===========================================================================
//
// Deletes a texture id and unbinds it from the texture units
//
//===========================================================================
void VkHardwareTexture::TranslatedTexture::Delete()
{
if (vkTexture != nullptr)
{
delete vkTexture;
vkTexture = nullptr;
mipmapped = false;
}
}
//===========================================================================
//
// Frees all associated resources
//
//===========================================================================
void VkHardwareTexture::Clean(bool all)
{
int cm_arraysize = CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size();
if (all)
{
vkDefTex.Delete();
}
for(unsigned int i=0;i<vkTex_Translated.Size();i++)
{
vkTex_Translated[i].Delete();
}
vkTex_Translated.Clear();
}
//===========================================================================
//
// Deletes all allocated resources and considers translations
// This will only be called for sprites
//
//===========================================================================
void VkHardwareTexture::CleanUnused(SpriteHits &usedtranslations)
{
if (usedtranslations.CheckKey(0) == nullptr)
{
vkDefTex.Delete();
}
for (int i = vkTex_Translated.Size()-1; i>= 0; i--)
{
if (usedtranslations.CheckKey(vkTex_Translated[i].translation) == nullptr)
{
vkTex_Translated[i].Delete();
vkTex_Translated.Delete(i);
}
}
}
//===========================================================================
//
// Destroys the texture
//
//===========================================================================
VkHardwareTexture::~VkHardwareTexture()
{
Clean(true);
}
//===========================================================================
//
// Gets a texture ID address and validates all required data
//
//===========================================================================
VkHardwareTexture::TranslatedTexture *VkHardwareTexture::GetTexID(int translation)
{
if (translation == 0)
{
return &vkDefTex;
}
// normally there aren't more than very few different
// translations here so this isn't performance critical.
// Maps only start to pay off for larger amounts of elements.
for (auto &tex : vkTex_Translated)
{
if (tex.translation == translation)
{
return &tex;
}
}
int add = vkTex_Translated.Reserve(1);
vkTex_Translated[add].translation = translation;
vkTex_Translated[add].vkTexture = nullptr;
vkTex_Translated[add].mipmapped = false;
return &vkTex_Translated[add];
}
//===========================================================================
//
//
//
//===========================================================================
VkTexture *VkHardwareTexture::GetVkTexture(FTexture *tex, int translation, bool needmipmap, int flags)
{
int usebright = false;
if (translation <= 0)
{
translation = -translation;
}
else
{
auto remap = TranslationToTable(translation);
translation = remap == nullptr ? 0 : remap->GetUniqueIndex();
}
TranslatedTexture *pTex = GetTexID(translation);
if (pTex->vkTexture == nullptr)
{
int w, h;
auto buffer = tex->CreateTexBuffer(translation, w, h, flags | CTF_ProcessData);
auto res = CreateTexture(buffer, w, h, needmipmap, translation);
delete[] buffer;
}
return pTex->vkTexture;
}
#endif