예제 #1
0
        public MgTextureInfo Load(byte[] imageData, MgImageSource source, IMgAllocationCallbacks allocator, IMgFence fence)
        {
            // Prefer using optimal tiling, as linear tiling
            // may support only a small set of features
            // depending on implementation (e.g. no mip maps, only one layer, etc.)

            IMgImage        mappableImage;
            IMgDeviceMemory mappableMemory;

            uint mipLevels = (uint)source.Mipmaps.Length;
            // Load mip map level 0 to linear tiling image
            var imageCreateInfo = new MgImageCreateInfo
            {
                ImageType     = MgImageType.TYPE_2D,
                Format        = source.Format,
                MipLevels     = mipLevels,
                ArrayLayers   = 1,
                Samples       = MgSampleCountFlagBits.COUNT_1_BIT,
                Tiling        = MgImageTiling.LINEAR,
                Usage         = MgImageUsageFlagBits.SAMPLED_BIT,
                SharingMode   = MgSharingMode.EXCLUSIVE,
                InitialLayout = MgImageLayout.PREINITIALIZED,
                Extent        = new MgExtent3D {
                    Width  = source.Width,
                    Height = source.Height,
                    Depth  = 1
                },
            };

            var device = mGraphicsConfiguration.Device;

            var err = device.CreateImage(imageCreateInfo, allocator, out mappableImage);

            Debug.Assert(err == Result.SUCCESS, err + " != Result.SUCCESS");

            // Get memory requirements for this image
            // like size and alignment
            MgMemoryRequirements memReqs;

            device.GetImageMemoryRequirements(mappableImage, out memReqs);
            // Set memory allocation size to required memory size
            var memAllocInfo = new MgMemoryAllocateInfo
            {
                AllocationSize = memReqs.Size,
            };

            Debug.Assert(mGraphicsConfiguration.Partition != null);

            // Get memory type that can be mapped to host memory
            uint memoryTypeIndex;
            bool isValid = mGraphicsConfiguration.Partition.GetMemoryType(memReqs.MemoryTypeBits, MgMemoryPropertyFlagBits.HOST_VISIBLE_BIT, out memoryTypeIndex);

            Debug.Assert(isValid);
            memAllocInfo.MemoryTypeIndex = memoryTypeIndex;

            // Allocate host memory
            err = device.AllocateMemory(memAllocInfo, allocator, out mappableMemory);
            Debug.Assert(err == Result.SUCCESS, err + " != Result.SUCCESS");

            // Bind allocated image for use
            err = mappableImage.BindImageMemory(device, mappableMemory, 0);
            Debug.Assert(err == Result.SUCCESS, err + " != Result.SUCCESS");

            // Get sub resource layout
            // Mip map count, array layer, etc.
            var subRes = new MgImageSubresource
            {
                AspectMask = MgImageAspectFlagBits.COLOR_BIT,
            };

            MgSubresourceLayout subResLayout;
            IntPtr data;

            // Get sub resources layout
            // Includes row pitch, size offsets, etc.
            device.GetImageSubresourceLayout(mappableImage, subRes, out subResLayout);

            // Map image memory
            err = mappableMemory.MapMemory(device, 0, memReqs.Size, 0, out data);
            Debug.Assert(err == Result.SUCCESS, err + " != Result.SUCCESS");

            // Copy image data into memory
            //memcpy(data, tex2D[subRes.mipLevel].data(), tex2D[subRes.mipLevel].size());
            Marshal.Copy(imageData, 0, data, (int)source.Size);

            mappableMemory.UnmapMemory(device);

            // Linear tiled images don't need to be staged
            // and can be directly used as textures
            var texture = new MgTextureInfo {
                Image        = mappableImage,
                DeviceMemory = mappableMemory,
                ImageLayout  = MgImageLayout.SHADER_READ_ONLY_OPTIMAL,
            };

            var cmdPool = mGraphicsConfiguration.Partition.CommandPool;

            var cmdBufAllocateInfo = new MgCommandBufferAllocateInfo
            {
                CommandPool        = cmdPool,
                Level              = MgCommandBufferLevel.PRIMARY,
                CommandBufferCount = 1,
            };

            var commands = new IMgCommandBuffer[1];

            err = device.AllocateCommandBuffers(cmdBufAllocateInfo, commands);
            Debug.Assert(err == Result.SUCCESS, err + " != Result.SUCCESS");

            var cmdBufInfo = new MgCommandBufferBeginInfo
            {
                Flags = 0,
            };

            texture.Command = commands [0];
            err             = commands[0].BeginCommandBuffer(cmdBufInfo);
            Debug.Assert(err == Result.SUCCESS, err + " != Result.SUCCESS");

            // Setup image memory barrier transfer image to shader read layout
            mImageTools.SetImageLayout(
                texture.Command,
                texture.Image,
                MgImageAspectFlagBits.COLOR_BIT,
                MgImageLayout.PREINITIALIZED,
                texture.ImageLayout,
                0,
                mipLevels);

            err = texture.Command.EndCommandBuffer();
            Debug.Assert(err == Result.SUCCESS, err + " != Result.SUCCESS");

            var submitInfo = new MgSubmitInfo {
                CommandBuffers = commands,
            };

            var queue = mGraphicsConfiguration.Queue;

            queue.QueueSubmit(new[] { submitInfo }, fence);

//			// NOT SURE IF
//			err = queue.QueueWaitIdle();
//			Debug.Assert (err == Result.SUCCESS, err + " != Result.SUCCESS");
//
//			device.FreeCommandBuffers(cmdPool, commands);
//			texture.Command = copyCmd;

            return(texture);
        }
예제 #2
0
        // FROM texture.cpp (2016) Sascha Williams
        public MgTextureInfo Load(byte[] imageData, MgImageSource source, IMgAllocationCallbacks allocator, IMgFence fence)
        {
            var device = mGraphicsConfiguration.Device;
            var queue  = mGraphicsConfiguration.Queue;

            var  cmdPool   = mGraphicsConfiguration.Partition.CommandPool;
            uint mipLevels = (uint)source.Mipmaps.Length;

            // Create a host-visible staging buffer that contains the raw image data
            IMgBuffer       stagingBuffer;
            IMgDeviceMemory stagingMemory;

            var bufferCreateInfo = new MgBufferCreateInfo {
                Size        = source.Size,
                Usage       = MgBufferUsageFlagBits.TRANSFER_SRC_BIT,
                SharingMode = MgSharingMode.EXCLUSIVE,
            };

            // This buffer is used as a transfer source for the buffer copy
            var result = device.CreateBuffer(bufferCreateInfo, allocator, out stagingBuffer);

            Debug.Assert(result == Result.SUCCESS);

            MgMemoryRequirements memReqs;

            // Get memory requirements for the staging buffer (alignment, memory type bits)
            mGraphicsConfiguration.Device.GetBufferMemoryRequirements(stagingBuffer, out memReqs);

            var memAllocInfo = new MgMemoryAllocateInfo {
                AllocationSize = memReqs.Size,
            };

            // Get memory type index for a host visible buffer
            uint memoryTypeIndex;
            bool isTypeValid = mGraphicsConfiguration.Partition.GetMemoryType(memReqs.MemoryTypeBits, MgMemoryPropertyFlagBits.HOST_VISIBLE_BIT, out memoryTypeIndex);

            Debug.Assert(isTypeValid);
            memAllocInfo.MemoryTypeIndex = memoryTypeIndex;


            result = device.AllocateMemory(memAllocInfo, allocator, out stagingMemory);
            Debug.Assert(result == Result.SUCCESS);

            result = stagingBuffer.BindBufferMemory(device, stagingMemory, 0);
            Debug.Assert(result == Result.SUCCESS);

            // Copy texture data into staging buffer
            IntPtr data;

            result = stagingMemory.MapMemory(device, 0, memReqs.Size, 0, out data);
            Debug.Assert(result == Result.SUCCESS);

            // TODO : Copy here
            Marshal.Copy(imageData, 0, data, (int)source.Size);

            stagingMemory.UnmapMemory(device);

            // Setup buffer copy regions for each mip level
            var bufferCopyRegions = new MgBufferImageCopy[source.Mipmaps.Length];

            for (uint i = 0; i < bufferCopyRegions.Length; ++i)
            {
                bufferCopyRegions [i] = new MgBufferImageCopy {
                    ImageSubresource = new MgImageSubresourceLayers {
                        AspectMask     = MgImageAspectFlagBits.COLOR_BIT,
                        MipLevel       = i,
                        BaseArrayLayer = 0,
                        LayerCount     = 1,
                    },
                    ImageExtent = new MgExtent3D {
                        Width  = source.Mipmaps[i].Width,
                        Height = source.Mipmaps[i].Height,
                        Depth  = 1,
                    },
                    BufferOffset = source.Mipmaps[i].Offset,
                };
            }

            // Create optimal tiled target image
            var imageCreateInfo = new MgImageCreateInfo
            {
                ImageType     = MgImageType.TYPE_2D,
                Format        = source.Format,
                MipLevels     = mipLevels,
                ArrayLayers   = 1,
                Samples       = MgSampleCountFlagBits.COUNT_1_BIT,
                Tiling        = MgImageTiling.OPTIMAL,
                SharingMode   = MgSharingMode.EXCLUSIVE,
                InitialLayout = MgImageLayout.PREINITIALIZED,
                Extent        = new MgExtent3D
                {
                    Width  = source.Width,
                    Height = source.Height,
                    Depth  = 1
                },
                Usage = MgImageUsageFlagBits.TRANSFER_DST_BIT | MgImageUsageFlagBits.SAMPLED_BIT,
            };

            var texture = new MgTextureInfo();

            IMgImage image;

            result = device.CreateImage(imageCreateInfo, allocator, out image);
            Debug.Assert(result == Result.SUCCESS);
            texture.Image = image;

            device.GetImageMemoryRequirements(texture.Image, out memReqs);
            memAllocInfo.AllocationSize = memReqs.Size;

            isTypeValid = mGraphicsConfiguration.Partition.GetMemoryType(memReqs.MemoryTypeBits, MgMemoryPropertyFlagBits.DEVICE_LOCAL_BIT, out memoryTypeIndex);
            Debug.Assert(isTypeValid);
            memAllocInfo.MemoryTypeIndex = memoryTypeIndex;

            IMgDeviceMemory deviceMem;

            result = device.AllocateMemory(memAllocInfo, allocator, out deviceMem);
            Debug.Assert(result == Result.SUCCESS);
            texture.DeviceMemory = deviceMem;

            result = texture.Image.BindImageMemory(device, texture.DeviceMemory, 0);
            Debug.Assert(result == Result.SUCCESS);

            var cmdBufAllocateInfo = new MgCommandBufferAllocateInfo
            {
                CommandPool        = cmdPool,
                Level              = MgCommandBufferLevel.PRIMARY,
                CommandBufferCount = 1,
            };

            var commands = new IMgCommandBuffer[1];

            result = device.AllocateCommandBuffers(cmdBufAllocateInfo, commands);
            Debug.Assert(result == Result.SUCCESS);

            var cmdBufInfo = new MgCommandBufferBeginInfo
            {
                Flags = 0,
            };

            texture.Command = commands [0];
            result          = commands[0].BeginCommandBuffer(cmdBufInfo);
            Debug.Assert(result == Result.SUCCESS);

            // Image barrier for optimal image (target)
            // Optimal image will be used as destination for the copy
            mImageTools.SetImageLayout(
                texture.Command,
                texture.Image,
                MgImageAspectFlagBits.COLOR_BIT,
                MgImageLayout.PREINITIALIZED,
                MgImageLayout.TRANSFER_DST_OPTIMAL,
                0,
                mipLevels);

            // Copy mip levels from staging buffer
            texture.Command.CmdCopyBufferToImage(
                stagingBuffer,
                texture.Image,
                MgImageLayout.TRANSFER_DST_OPTIMAL,
                bufferCopyRegions
                );

            // Change texture image layout to shader read after all mip levels have been copied
            texture.ImageLayout = MgImageLayout.SHADER_READ_ONLY_OPTIMAL;
            mImageTools.SetImageLayout(
                texture.Command,
                texture.Image,
                MgImageAspectFlagBits.COLOR_BIT,
                MgImageLayout.TRANSFER_DST_OPTIMAL,
                texture.ImageLayout,
                0,
                mipLevels);

            result = texture.Command.EndCommandBuffer();
            Debug.Assert(result == Result.SUCCESS);

            var submitInfo = new MgSubmitInfo {
                CommandBuffers = commands,
            };

            queue.QueueSubmit(new[] { submitInfo }, fence);

//			result = queue.QueueWaitIdle();
//			Debug.Assert (result == Result.SUCCESS);
//
//			device.FreeCommandBuffers(cmdPool, commands);
//			texture.Command = copyCmd;

            // Clean up staging resources
            stagingMemory.FreeMemory(device, allocator);
            stagingBuffer.DestroyBuffer(device, allocator);

            return(texture);
        }