Vulkan: Implement texture transitions

This commit is contained in:
Corentin Wallez 2018-01-03 08:47:44 -08:00 committed by Corentin Wallez
parent aa43d162ec
commit f1d56f3094
2 changed files with 166 additions and 5 deletions

View File

@ -16,6 +16,7 @@
#include "backend/Commands.h"
#include "backend/vulkan/BufferVk.h"
#include "backend/vulkan/TextureVk.h"
#include "backend/vulkan/VulkanBackend.h"
namespace backend { namespace vulkan {
@ -58,6 +59,15 @@ namespace backend { namespace vulkan {
buffer->UpdateUsageInternal(cmd->usage);
} break;
case Command::TransitionTextureUsage: {
TransitionTextureUsageCmd* cmd =
mCommands.NextCommand<TransitionTextureUsageCmd>();
Texture* texture = ToBackend(cmd->texture.Get());
texture->RecordBarrier(commands, texture->GetUsage(), cmd->usage);
texture->UpdateUsageInternal(cmd->usage);
} break;
default: { UNREACHABLE(); } break;
}
}

View File

@ -76,6 +76,128 @@ namespace backend { namespace vulkan {
return flags;
}
// Computes which vulkan access type could be required for the given NXT usage.
VkAccessFlags VulkanAccessFlags(nxt::TextureUsageBit usage, nxt::TextureFormat format) {
VkAccessFlags flags = 0;
if (usage & nxt::TextureUsageBit::TransferSrc) {
flags |= VK_ACCESS_TRANSFER_READ_BIT;
}
if (usage & nxt::TextureUsageBit::TransferDst) {
flags |= VK_ACCESS_TRANSFER_WRITE_BIT;
}
if (usage & nxt::TextureUsageBit::Sampled) {
flags |= VK_ACCESS_SHADER_READ_BIT;
}
if (usage & nxt::TextureUsageBit::Storage) {
flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
}
if (usage & nxt::TextureUsageBit::OutputAttachment) {
if (TextureFormatHasDepthOrStencil(format)) {
flags |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
} else {
flags |=
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
}
}
// TODO(cwallez@chromium.org): What about present? Does it require VK_MEMORY_READ_BIT?
return flags;
}
// Chooses which Vulkan image layout should be used for the given NXT usage
VkImageLayout VulkanImageLayout(nxt::TextureUsageBit usage, nxt::TextureFormat format) {
if (usage == nxt::TextureUsageBit::None) {
return VK_IMAGE_LAYOUT_UNDEFINED;
}
if (!nxt::HasZeroOrOneBits(usage)) {
return VK_IMAGE_LAYOUT_GENERAL;
}
// Usage has a single bit so we can switch on its value directly.
switch (usage) {
case nxt::TextureUsageBit::TransferDst:
return VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
case nxt::TextureUsageBit::Sampled:
return VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Vulkan texture copy functions require the image to be in _one_ known layout.
// Depending on whether parts of the texture have been transitioned to only
// TransferSrc or a combination with something else, the texture could be in a
// combination of GENERAL and TRANSFER_SRC_OPTIMAL. This would be a problem, so we
// make TransferSrc use GENERAL.
case nxt::TextureUsageBit::TransferSrc:
// Writable storage textures must use general. If we could know the texture is read
// only we could use SHADER_READ_ONLY_OPTIMAL
case nxt::TextureUsageBit::Storage:
case nxt::TextureUsageBit::Present:
return VK_IMAGE_LAYOUT_GENERAL;
case nxt::TextureUsageBit::OutputAttachment:
if (TextureFormatHasDepthOrStencil(format)) {
return VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
} else {
return VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
}
default:
UNREACHABLE();
}
}
// Computes which Vulkan pipeline stage can access a texture in the given NXT usage
VkPipelineStageFlags VulkanPipelineStage(nxt::TextureUsageBit usage,
nxt::TextureFormat format) {
VkPipelineStageFlags flags = 0;
if (usage == nxt::TextureUsageBit::None) {
// This only happens when a texture is initially created (and for srcAccessMask) in
// which case there is no need to wait on anything to stop accessing this texture.
return VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
}
if (usage & (nxt::TextureUsageBit::TransferSrc | nxt::TextureUsageBit::TransferDst)) {
flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
}
if (usage & (nxt::TextureUsageBit::Sampled | nxt::TextureUsageBit::Storage)) {
flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
}
if (usage & nxt::TextureUsageBit::OutputAttachment) {
if (TextureFormatHasDepthOrStencil(format)) {
flags |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
// TODO(cwallez@chromium.org): This is missing the stage where the depth and
// stencil values are written, but it isn't clear which one it is.
} else {
flags |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
}
}
// TODO(cwallez@chromium.org) What about present?
return flags;
}
// Computes which Vulkan texture aspects are relevant for the given NXT format
VkImageAspectFlags VulkanAspectMask(nxt::TextureFormat format) {
bool isDepth = TextureFormatHasDepth(format);
bool isStencil = TextureFormatHasStencil(format);
VkImageAspectFlags flags = 0;
if (isDepth) {
flags |= VK_IMAGE_ASPECT_DEPTH_BIT;
}
if (isStencil) {
flags |= VK_IMAGE_ASPECT_STENCIL_BIT;
}
if (flags != 0) {
return flags;
}
return VK_IMAGE_ASPECT_COLOR_BIT;
}
} // namespace
Texture::Texture(TextureBuilder* builder) : TextureBase(builder) {
@ -138,13 +260,42 @@ namespace backend { namespace vulkan {
return mHandle;
}
void Texture::RecordBarrier(VkCommandBuffer,
nxt::TextureUsageBit,
nxt::TextureUsageBit) const {
// Helper function to add a texture barrier to a command buffer. This is inefficient because we
// should be coalescing barriers as much as possible.
void Texture::RecordBarrier(VkCommandBuffer commands,
nxt::TextureUsageBit currentUsage,
nxt::TextureUsageBit targetUsage) const {
nxt::TextureFormat format = GetFormat();
VkPipelineStageFlags srcStages = VulkanPipelineStage(currentUsage, format);
VkPipelineStageFlags dstStages = VulkanPipelineStage(targetUsage, format);
VkImageMemoryBarrier barrier;
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.pNext = nullptr;
barrier.srcAccessMask = VulkanAccessFlags(currentUsage, format);
barrier.dstAccessMask = VulkanAccessFlags(targetUsage, format);
barrier.oldLayout = VulkanImageLayout(currentUsage, format);
barrier.newLayout = VulkanImageLayout(targetUsage, format);
barrier.srcQueueFamilyIndex = 0;
barrier.dstQueueFamilyIndex = 0;
barrier.image = mHandle;
// This transitions the whole resource but assumes it is a 2D texture
ASSERT(GetDimension() == nxt::TextureDimension::e2D);
barrier.subresourceRange.aspectMask = VulkanAspectMask(format);
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = GetNumMipLevels();
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
ToBackend(GetDevice())
->fn.CmdPipelineBarrier(commands, srcStages, dstStages, 0, 0, nullptr, 0, nullptr, 1,
&barrier);
}
void Texture::TransitionUsageImpl(nxt::TextureUsageBit,
nxt::TextureUsageBit) {
void Texture::TransitionUsageImpl(nxt::TextureUsageBit currentUsage,
nxt::TextureUsageBit targetUsage) {
VkCommandBuffer commands = ToBackend(GetDevice())->GetPendingCommandBuffer();
RecordBarrier(commands, currentUsage, targetUsage);
}
}} // namespace backend::vulkan