// Create an image memory barrier for changing the layout of // an image and put it into an active command buffer // See chapter 11.4 "Image Layout" for details public static void setImageLayout( VkCommandBuffer cmdbuffer, VkImage image, VkImageAspectFlags aspectMask, VkImageLayout oldImageLayout, VkImageLayout newImageLayout, VkImageSubresourceRange subresourceRange, VkPipelineStageFlags srcStageMask = VkPipelineStageFlags.AllCommands, VkPipelineStageFlags dstStageMask = VkPipelineStageFlags.AllCommands) { // Create an image barrier object VkImageMemoryBarrier imageMemoryBarrier = Initializers.imageMemoryBarrier(); imageMemoryBarrier.oldLayout = oldImageLayout; imageMemoryBarrier.newLayout = newImageLayout; imageMemoryBarrier.image = image; imageMemoryBarrier.subresourceRange = subresourceRange; // Source layouts (old) // Source access mask controls actions that have to be finished on the old layout // before it will be transitioned to the new layout switch (oldImageLayout) { case VkImageLayout.Undefined: // Image layout is undefined (or does not matter) // Only valid as initial layout // No flags required, listed only for completeness imageMemoryBarrier.srcAccessMask = 0; break; case VkImageLayout.Preinitialized: // Image is preinitialized // Only valid as initial layout for linear images, preserves memory contents // Make sure host writes have been finished imageMemoryBarrier.srcAccessMask = VkAccessFlags.HostWrite; break; case VkImageLayout.ColorAttachmentOptimal: // Image is a color attachment // Make sure any writes to the color buffer have been finished imageMemoryBarrier.srcAccessMask = VkAccessFlags.ColorAttachmentWrite; break; case VkImageLayout.DepthStencilAttachmentOptimal: // Image is a depth/stencil attachment // Make sure any writes to the depth/stencil buffer have been finished imageMemoryBarrier.srcAccessMask = VkAccessFlags.DepthStencilAttachmentWrite; break; case VkImageLayout.TransferSrcOptimal: // Image is a transfer source // Make sure any reads from the image have been finished imageMemoryBarrier.srcAccessMask = VkAccessFlags.TransferRead; break; case VkImageLayout.TransferDstOptimal: // Image is a transfer destination // Make sure any writes to the image have been finished imageMemoryBarrier.srcAccessMask = VkAccessFlags.TransferWrite; break; case VkImageLayout.ShaderReadOnlyOptimal: // Image is read by a shader // Make sure any shader reads from the image have been finished imageMemoryBarrier.srcAccessMask = VkAccessFlags.ShaderRead; break; } // Target layouts (new) // Destination access mask controls the dependency for the new image layout switch (newImageLayout) { case VkImageLayout.TransferDstOptimal: // Image will be used as a transfer destination // Make sure any writes to the image have been finished imageMemoryBarrier.dstAccessMask = VkAccessFlags.TransferWrite; break; case VkImageLayout.TransferSrcOptimal: // Image will be used as a transfer source // Make sure any reads from and writes to the image have been finished imageMemoryBarrier.srcAccessMask = imageMemoryBarrier.srcAccessMask | VkAccessFlags.TransferRead; imageMemoryBarrier.dstAccessMask = VkAccessFlags.TransferRead; break; case VkImageLayout.ColorAttachmentOptimal: // Image will be used as a color attachment // Make sure any writes to the color buffer have been finished imageMemoryBarrier.srcAccessMask = VkAccessFlags.TransferRead; imageMemoryBarrier.dstAccessMask = VkAccessFlags.ColorAttachmentWrite; break; case VkImageLayout.DepthStencilAttachmentOptimal: // Image layout will be used as a depth/stencil attachment // Make sure any writes to depth/stencil buffer have been finished imageMemoryBarrier.dstAccessMask = imageMemoryBarrier.dstAccessMask | VkAccessFlags.DepthStencilAttachmentWrite; break; case VkImageLayout.ShaderReadOnlyOptimal: // Image will be read in a shader (sampler, input attachment) // Make sure any writes to the image have been finished if (imageMemoryBarrier.srcAccessMask == 0) { imageMemoryBarrier.srcAccessMask = VkAccessFlags.HostWrite | VkAccessFlags.TransferWrite; } imageMemoryBarrier.dstAccessMask = VkAccessFlags.ShaderRead; break; } // Put barrier inside setup command buffer vkCmdPipelineBarrier( cmdbuffer, srcStageMask, dstStageMask, 0, 0, null, 0, null, 1, &imageMemoryBarrier); }
// Create an image memory barrier for changing the layout of // an image and put it into an active command buffer void setImageLayout( VkCommandBuffer cmdBuffer, VkImage image, VkImageAspectFlags aspectMask, VkImageLayout oldImageLayout, VkImageLayout newImageLayout, VkImageSubresourceRange subresourceRange) { // Create an image barrier object VkImageMemoryBarrier imageMemoryBarrier = Initializers.imageMemoryBarrier();; imageMemoryBarrier.oldLayout = oldImageLayout; imageMemoryBarrier.newLayout = newImageLayout; imageMemoryBarrier.image = image; imageMemoryBarrier.subresourceRange = subresourceRange; // Only sets masks for layouts used in this example // For a more complete version that can be used with other layouts see vks::tools::setImageLayout // Source layouts (old) switch (oldImageLayout) { case VkImageLayout.Undefined: // Only valid as initial layout, memory contents are not preserved // Can be accessed directly, no source dependency required imageMemoryBarrier.srcAccessMask = 0; break; case VkImageLayout.Preinitialized: // Only valid as initial layout for linear images, preserves memory contents // Make sure host writes to the image have been finished imageMemoryBarrier.srcAccessMask = VkAccessFlags.HostWrite; break; case VkImageLayout.TransferDstOptimal: // Old layout is transfer destination // Make sure any writes to the image have been finished imageMemoryBarrier.srcAccessMask = VkAccessFlags.TransferWrite; break; } // Target layouts (new) switch (newImageLayout) { case VkImageLayout.TransferSrcOptimal: // Transfer source (copy, blit) // Make sure any reads from the image have been finished imageMemoryBarrier.dstAccessMask = VkAccessFlags.TransferRead; break; case VkImageLayout.TransferDstOptimal: // Transfer destination (copy, blit) // Make sure any writes to the image have been finished imageMemoryBarrier.dstAccessMask = VkAccessFlags.TransferWrite; break; case VkImageLayout.ShaderReadOnlyOptimal: // Shader read (sampler, input attachment) imageMemoryBarrier.dstAccessMask = VkAccessFlags.ShaderRead; break; } // Put barrier on top of pipeline VkPipelineStageFlags srcStageFlags = VkPipelineStageFlags.TopOfPipe; VkPipelineStageFlags destStageFlags = VkPipelineStageFlags.TopOfPipe; // Put barrier inside setup command buffer vkCmdPipelineBarrier( cmdBuffer, srcStageFlags, destStageFlags, VkDependencyFlags.None, 0, null, 0, null, 1, &imageMemoryBarrier); }