Duckstation/src/common/vulkan/texture.h
2022-10-04 00:00:56 +10:00

80 lines
3.3 KiB
C++

#pragma once
#include "../gpu_texture.h"
#include "loader.h"
#include <algorithm>
#include <memory>
namespace Vulkan {
class Texture final : public GPUTexture
{
public:
Texture();
Texture(Texture&& move);
Texture(const Texture&) = delete;
~Texture();
Texture& operator=(Texture&& move);
Texture& operator=(const Texture&) = delete;
static VkFormat GetVkFormat(Format format);
static Format LookupBaseFormat(VkFormat vformat);
bool IsValid() const override;
/// An image is considered owned/managed if we control the memory.
ALWAYS_INLINE bool IsOwned() const { return (m_allocation != VK_NULL_HANDLE); }
ALWAYS_INLINE u32 GetWidth() const { return m_width; }
ALWAYS_INLINE u32 GetHeight() const { return m_height; }
ALWAYS_INLINE u32 GetLevels() const { return m_levels; }
ALWAYS_INLINE u32 GetLayers() const { return m_layers; }
ALWAYS_INLINE VkFormat GetVkFormat() const { return GetVkFormat(m_format); }
ALWAYS_INLINE VkSampleCountFlagBits GetVkSamples() const { return static_cast<VkSampleCountFlagBits>(m_samples); }
ALWAYS_INLINE VkImageLayout GetLayout() const { return m_layout; }
ALWAYS_INLINE VkImageViewType GetViewType() const { return m_view_type; }
ALWAYS_INLINE VkImage GetImage() const { return m_image; }
ALWAYS_INLINE VmaAllocation GetAllocation() const { return m_allocation; }
ALWAYS_INLINE VkImageView GetView() const { return m_view; }
bool Create(u32 width, u32 height, u32 levels, u32 layers, VkFormat format, VkSampleCountFlagBits samples,
VkImageViewType view_type, VkImageTiling tiling, VkImageUsageFlags usage, bool dedicated_memory = false,
const VkComponentMapping* swizzle = nullptr);
bool Adopt(VkImage existing_image, VkImageViewType view_type, u32 width, u32 height, u32 levels, u32 layers,
VkFormat format, VkSampleCountFlagBits samples, const VkComponentMapping* swizzle = nullptr);
void Destroy(bool defer = true);
// Used when the render pass is changing the image layout, or to force it to
// VK_IMAGE_LAYOUT_UNDEFINED, if the existing contents of the image is
// irrelevant and will not be loaded.
void OverrideImageLayout(VkImageLayout new_layout);
void TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout new_layout);
void TransitionSubresourcesToLayout(VkCommandBuffer command_buffer, u32 start_level, u32 num_levels, u32 start_layer,
u32 num_layers, VkImageLayout old_layout, VkImageLayout new_layout);
VkFramebuffer CreateFramebuffer(VkRenderPass render_pass);
void UpdateFromBuffer(VkCommandBuffer cmdbuf, u32 level, u32 layer, u32 x, u32 y, u32 width, u32 height,
VkBuffer buffer, u32 buffer_offset, u32 row_length);
u32 CalcUpdatePitch(u32 width) const;
u32 CalcUpdateRowLength(u32 pitch) const;
bool BeginUpdate(u32 width, u32 height, void** out_buffer, u32* out_pitch);
void EndUpdate(u32 x, u32 y, u32 width, u32 height, u32 level, u32 layer);
bool Update(u32 x, u32 y, u32 width, u32 height, u32 level, u32 layer, const void* data, u32 data_pitch);
private:
VkImageViewType m_view_type = VK_IMAGE_VIEW_TYPE_2D;
VkImageLayout m_layout = VK_IMAGE_LAYOUT_UNDEFINED;
VkImage m_image = VK_NULL_HANDLE;
VmaAllocation m_allocation = VK_NULL_HANDLE;
VkImageView m_view = VK_NULL_HANDLE;
};
} // namespace Vulkan