/* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_RENDERER_BACKEND_VULKAN_TEXTURE #define INCLUDED_RENDERER_BACKEND_VULKAN_TEXTURE #include "renderer/backend/ITexture.h" #include "renderer/backend/Sampler.h" #include "renderer/backend/vulkan/DeviceObjectUID.h" #include "renderer/backend/vulkan/VMA.h" #include #include namespace Renderer { namespace Backend { namespace Vulkan { class CDevice; class CTexture final : public ITexture { public: ~CTexture() override; IDevice* GetDevice() override; Type GetType() const override { return m_Type; } uint32_t GetUsage() const override { return m_Usage; } Format GetFormat() const override { return m_Format; } uint32_t GetWidth() const override { return m_Width; } uint32_t GetHeight() const override { return m_Height; } uint32_t GetMIPLevelCount() const override { return m_MIPLevelCount; } uint32_t GetSampleCount() const { return m_SampleCount; } uint32_t GetLayerCount() const { return m_LayerCount; } VkImage GetImage() { return m_Image; } VkImageView GetAttachmentImageView() { return m_AttachmentImageView; } VkImageView GetSamplerImageView() { return m_SamplerImageView; } VkSampler GetSampler() { return m_Sampler; } bool IsCompareEnabled() { return m_IsCompareEnabled; } VkFormat GetVkFormat() const { return m_VkFormat; } VkImageAspectFlags GetAttachmentImageAspectMask() { return m_AttachmentImageAspectMask; } VkImageAspectFlags GetSamplerImageAspectMask() { return m_SamplerImageAspectMask; } /** * @return mapped data for readback textures else returns nullptr. */ void* GetMappedData() { return m_AllocationInfo.pMappedData; } VkDeviceMemory GetDeviceMemory() { return m_AllocationInfo.deviceMemory; } bool IsInitialized() const { return m_Initialized; } void SetInitialized() { m_Initialized = true; } DeviceObjectUID GetUID() const { return m_UID; } private: friend class CDevice; friend class CSwapChain; CTexture(CDevice* device); static std::unique_ptr Create( CDevice* device, const char* name, const Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount); static std::unique_ptr WrapBackbufferImage( CDevice* device, const char* name, const VkImage image, const VkFormat format, const VkImageUsageFlags usage, const uint32_t width, const uint32_t height); static std::unique_ptr CreateReadback( CDevice* device, const char* name, const Format format, const uint32_t width, const uint32_t height); Type m_Type = Type::TEXTURE_2D; uint32_t m_Usage = 0; Format m_Format = Format::UNDEFINED; VkFormat m_VkFormat = VK_FORMAT_UNDEFINED; uint32_t m_Width = 0; uint32_t m_Height = 0; uint32_t m_MIPLevelCount = 0; uint32_t m_SampleCount = 0; uint32_t m_LayerCount = 0; CDevice* m_Device = nullptr; VkImage m_Image = VK_NULL_HANDLE; VkImageView m_AttachmentImageView = VK_NULL_HANDLE; VkImageView m_SamplerImageView = VK_NULL_HANDLE; VkSampler m_Sampler = VK_NULL_HANDLE; bool m_IsCompareEnabled = false; VmaAllocation m_Allocation{}; VmaAllocationInfo m_AllocationInfo{}; DeviceObjectUID m_UID{INVALID_DEVICE_OBJECT_UID}; // Sampler image aspect mask is submask of the attachment one. As we can't // have both VK_IMAGE_ASPECT_DEPTH_BIT and VK_IMAGE_ASPECT_STENCIL_BIT for // VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL. VkImageAspectFlags m_AttachmentImageAspectMask = 0; VkImageAspectFlags m_SamplerImageAspectMask = 0; // We store a flag of all subresources, we don't have to handle them separately. // It's safe to store the current state while we use a single device command // context. bool m_Initialized = false; }; } // namespace Vulkan } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_VULKAN_TEXTURE