示例#1
0
        // Fixed sub resource on first mip level and layer
        public void SetImageLayout(
            IMgCommandBuffer cmdbuffer,
            IMgImage image,
            MgImageAspectFlagBits aspectMask,
            MgImageLayout oldImageLayout,
            MgImageLayout newImageLayout)
        {
            var subresourceRange = new MgImageSubresourceRange {
                AspectMask   = aspectMask,
                BaseMipLevel = 0,
                LevelCount   = 1,
                LayerCount   = 1,
            };

            PushImageMemoryBarrier(cmdbuffer, image, aspectMask, oldImageLayout, newImageLayout, subresourceRange);
        }
示例#2
0
        // 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
        private void PushImageMemoryBarrier(
            IMgCommandBuffer cmdbuffer,
            IMgImage image,
            MgImageAspectFlagBits aspectMask,
            MgImageLayout oldImageLayout,
            MgImageLayout newImageLayout,
            MgImageSubresourceRange subresourceRange)
        {
            const uint VK_QUEUE_FAMILY_IGNORED = ~0U;            // 0xffffffff;

            // Create an image barrier object
            MgImageMemoryBarrier imageMemoryBarrier = new MgImageMemoryBarrier {
                OldLayout        = oldImageLayout,
                NewLayout        = newImageLayout,
                Image            = image,
                SubresourceRange = subresourceRange,
                // Some default values
                SrcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
                DstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
            };

            // Source layouts (old)

            // Undefined layout
            // Only allowed as initial layout!
            // Make sure any writes to the image have been finished
            if (oldImageLayout == MgImageLayout.PREINITIALIZED)
            {
                imageMemoryBarrier.SrcAccessMask = (MgAccessFlagBits.HOST_WRITE_BIT | MgAccessFlagBits.TRANSFER_WRITE_BIT);
            }

            // Old layout is color attachment
            // Make sure any writes to the color buffer have been finished
            if (oldImageLayout == MgImageLayout.COLOR_ATTACHMENT_OPTIMAL)
            {
                imageMemoryBarrier.SrcAccessMask = MgAccessFlagBits.COLOR_ATTACHMENT_WRITE_BIT;
            }

            // Old layout is depth/stencil attachment
            // Make sure any writes to the depth/stencil buffer have been finished
            if (oldImageLayout == MgImageLayout.DEPTH_STENCIL_ATTACHMENT_OPTIMAL)
            {
                imageMemoryBarrier.SrcAccessMask = MgAccessFlagBits.DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
            }

            // Old layout is transfer source
            // Make sure any reads from the image have been finished
            if (oldImageLayout == MgImageLayout.TRANSFER_SRC_OPTIMAL)
            {
                imageMemoryBarrier.SrcAccessMask = MgAccessFlagBits.TRANSFER_READ_BIT;
            }

            // Old layout is shader read (sampler, input attachment)
            // Make sure any shader reads from the image have been finished
            if (oldImageLayout == MgImageLayout.SHADER_READ_ONLY_OPTIMAL)
            {
                imageMemoryBarrier.SrcAccessMask = MgAccessFlagBits.SHADER_READ_BIT;
            }

            // Target layouts (new)

            // New layout is transfer destination (copy, blit)
            // Make sure any copyies to the image have been finished
            if (newImageLayout == MgImageLayout.TRANSFER_DST_OPTIMAL)
            {
                imageMemoryBarrier.DstAccessMask = MgAccessFlagBits.TRANSFER_WRITE_BIT;
            }

            // New layout is transfer source (copy, blit)
            // Make sure any reads from and writes to the image have been finished
            if (newImageLayout == MgImageLayout.TRANSFER_SRC_OPTIMAL)
            {
                imageMemoryBarrier.SrcAccessMask = imageMemoryBarrier.SrcAccessMask | MgAccessFlagBits.TRANSFER_READ_BIT;
                imageMemoryBarrier.DstAccessMask = MgAccessFlagBits.TRANSFER_READ_BIT;
            }

            // New layout is color attachment
            // Make sure any writes to the color buffer have been finished
            if (newImageLayout == MgImageLayout.COLOR_ATTACHMENT_OPTIMAL)
            {
                imageMemoryBarrier.DstAccessMask = MgAccessFlagBits.COLOR_ATTACHMENT_WRITE_BIT;
                imageMemoryBarrier.SrcAccessMask = MgAccessFlagBits.TRANSFER_READ_BIT;
            }

            // New layout is depth attachment
            // Make sure any writes to depth/stencil buffer have been finished
            if (newImageLayout == MgImageLayout.DEPTH_STENCIL_ATTACHMENT_OPTIMAL)
            {
                imageMemoryBarrier.DstAccessMask = imageMemoryBarrier.DstAccessMask | MgAccessFlagBits.DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
            }

            // New layout is shader read (sampler, input attachment)
            // Make sure any writes to the image have been finished
            if (newImageLayout == MgImageLayout.SHADER_READ_ONLY_OPTIMAL)
            {
                imageMemoryBarrier.SrcAccessMask = MgAccessFlagBits.HOST_WRITE_BIT | MgAccessFlagBits.TRANSFER_WRITE_BIT;
                imageMemoryBarrier.DstAccessMask = MgAccessFlagBits.SHADER_READ_BIT;
            }

            // Put barrier on top
            MgPipelineStageFlagBits srcStageFlags  = MgPipelineStageFlagBits.TOP_OF_PIPE_BIT;
            MgPipelineStageFlagBits destStageFlags = MgPipelineStageFlagBits.TOP_OF_PIPE_BIT;

            // Put barrier inside setup command buffer
            cmdbuffer.CmdPipelineBarrier(
                srcStageFlags,
                destStageFlags,
                0,
                null,
                null,
                new [] { imageMemoryBarrier });
        }