forked from MoonsideGames/Refresh
add new barrier for any-shader sampling
parent
fd01d6c033
commit
ee91cca9f6
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@ -142,9 +142,8 @@ typedef enum REFRESH_DepthFormat
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typedef enum REFRESH_TextureUsageFlagBits
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{
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REFRESH_TEXTUREUSAGE_VERTEX_SAMPLER_BIT = 0x00000001,
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REFRESH_TEXTUREUSAGE_FRAGMENT_SAMPLER_BIT = 0x00000002,
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REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT = 0x00000004
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REFRESH_TEXTUREUSAGE_SAMPLER_BIT = 0x00000001,
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REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT = 0x00000002
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} REFRESH_TextureUsageFlagBits;
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typedef uint32_t REFRESH_TextureUsageFlags;
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@ -140,6 +140,7 @@ typedef enum VulkanResourceAccessType
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RESOURCE_ACCESS_FRAGMENT_SHADER_READ_SAMPLED_IMAGE,
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RESOURCE_ACCESS_FRAGMENT_SHADER_READ_COLOR_ATTACHMENT,
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RESOURCE_ACCESS_FRAGMENT_SHADER_READ_DEPTH_STENCIL_ATTACHMENT,
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RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
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RESOURCE_ACCESS_COLOR_ATTACHMENT_READ,
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RESOURCE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ,
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RESOURCE_ACCESS_TRANSFER_READ,
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@ -508,6 +509,13 @@ static const VulkanResourceAccessInfo AccessMap[RESOURCE_ACCESS_TYPES_COUNT] =
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL
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},
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/* RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE */
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{
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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VK_ACCESS_SHADER_READ_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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},
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/* RESOURCE_ACCESS_COLOR_ATTACHMENT_READ */
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{
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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@ -4528,13 +4536,6 @@ static uint8_t VULKAN_INTERNAL_CreateTexture(
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uint8_t layerCount = isCube ? 6 : 1;
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VkComponentMapping swizzle = IDENTITY_SWIZZLE;
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if ((textureUsageFlags & REFRESH_TEXTUREUSAGE_VERTEX_SAMPLER_BIT) &&
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(textureUsageFlags & REFRESH_TEXTUREUSAGE_FRAGMENT_SAMPLER_BIT))
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{
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REFRESH_LogError("Cannot use a texture for both vertex and fragment sampling.");
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return 0;
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}
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if (isCube)
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{
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imageCreateFlags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
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@ -5076,26 +5077,11 @@ static void VULKAN_SetTextureData2D(
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&imageCopy
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));
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if (vulkanTexture->usageFlags & REFRESH_TEXTUREUSAGE_VERTEX_SAMPLER_BIT)
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if (vulkanTexture->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_VERTEX_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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vulkanTexture->layerCount,
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0,
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vulkanTexture->levelCount,
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0,
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vulkanTexture->image,
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&vulkanTexture->resourceAccessType
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);
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}
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else if (vulkanTexture->usageFlags & REFRESH_TEXTUREUSAGE_FRAGMENT_SAMPLER_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_FRAGMENT_SHADER_READ_SAMPLED_IMAGE,
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RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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vulkanTexture->layerCount,
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@ -5190,26 +5176,11 @@ static void VULKAN_SetTextureData3D(
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&imageCopy
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));
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if (vulkanTexture->usageFlags & REFRESH_TEXTUREUSAGE_VERTEX_SAMPLER_BIT)
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if (vulkanTexture->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_VERTEX_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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vulkanTexture->layerCount,
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0,
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vulkanTexture->levelCount,
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0,
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vulkanTexture->image,
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&vulkanTexture->resourceAccessType
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);
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}
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else if (vulkanTexture->usageFlags & REFRESH_TEXTUREUSAGE_FRAGMENT_SAMPLER_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_FRAGMENT_SHADER_READ_SAMPLED_IMAGE,
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RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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vulkanTexture->layerCount,
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@ -5303,26 +5274,11 @@ static void VULKAN_SetTextureDataCube(
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&imageCopy
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));
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if (vulkanTexture->usageFlags & REFRESH_TEXTUREUSAGE_VERTEX_SAMPLER_BIT)
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if (vulkanTexture->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_VERTEX_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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vulkanTexture->layerCount,
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0,
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vulkanTexture->levelCount,
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0,
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vulkanTexture->image,
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&vulkanTexture->resourceAccessType
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);
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}
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else if (vulkanTexture->usageFlags & REFRESH_TEXTUREUSAGE_FRAGMENT_SAMPLER_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_FRAGMENT_SHADER_READ_SAMPLED_IMAGE,
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RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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vulkanTexture->layerCount,
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@ -5505,26 +5461,11 @@ static void VULKAN_SetTextureDataYUV(
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&imageCopy
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));
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if (tex->usageFlags & REFRESH_TEXTUREUSAGE_VERTEX_SAMPLER_BIT)
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if (tex->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_VERTEX_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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tex->layerCount,
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0,
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tex->levelCount,
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0,
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tex->image,
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&tex->resourceAccessType
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);
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}
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else if (tex->usageFlags & REFRESH_TEXTUREUSAGE_FRAGMENT_SAMPLER_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_FRAGMENT_SHADER_READ_SAMPLED_IMAGE,
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RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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tex->layerCount,
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@ -5903,20 +5844,6 @@ static void VULKAN_SetFragmentSamplers(
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for (i = 0; i < samplerCount; i += 1)
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{
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currentTexture = (VulkanTexture*) pTextures[i];
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_FRAGMENT_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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currentTexture->layerCount,
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0,
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currentTexture->levelCount,
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0,
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currentTexture->image,
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¤tTexture->resourceAccessType
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);
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fragmentSamplerDescriptorSetData.descriptorImageInfo[i].imageView = currentTexture->view;
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fragmentSamplerDescriptorSetData.descriptorImageInfo[i].sampler = (VkSampler) pSamplers[i];
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fragmentSamplerDescriptorSetData.descriptorImageInfo[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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@ -6272,26 +6199,11 @@ static void VULKAN_EndRenderPass(
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for (i = 0; i < renderer->currentFramebuffer->colorTargetCount; i += 1)
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{
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currentTexture = renderer->currentFramebuffer->colorTargets[i]->texture;
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if (currentTexture->usageFlags & REFRESH_TEXTUREUSAGE_VERTEX_SAMPLER_BIT)
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if (currentTexture->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_VERTEX_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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currentTexture->layerCount,
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0,
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currentTexture->levelCount,
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0,
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currentTexture->image,
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¤tTexture->resourceAccessType
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);
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}
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else if (currentTexture->usageFlags & REFRESH_TEXTUREUSAGE_FRAGMENT_SAMPLER_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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RESOURCE_ACCESS_FRAGMENT_SHADER_READ_SAMPLED_IMAGE,
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RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
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VK_IMAGE_ASPECT_COLOR_BIT,
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0,
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currentTexture->layerCount,
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