Example #1
0
    def free(self):
        _, api, device = self.ctx

        for alloc in self.allocations:
            hvk.free_memory(api, device, alloc.device_memory)

        del self.engine
def setup_swapchain_depth_stencil(recreate=False):
    global depth_format, depth_stencil, depth_alloc, depth_view

    if recreate:
        hvk.destroy_image_view(api, device, depth_view)
        hvk.destroy_image(api, device, depth_stencil)
        hvk.free_memory(api, device, depth_alloc)

    width, height = window.dimensions()

    # Depth stencil attachment setup
    depth_format = None
    depth_formats = (vk.FORMAT_D32_SFLOAT_S8_UINT, vk.FORMAT_D24_UNORM_S8_UINT,
                     vk.FORMAT_D16_UNORM_S8_UINT)
    for fmt in depth_formats:
        prop = hvk.physical_device_format_properties(api, physical_device, fmt)
        if IntFlag(vk.FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) in IntFlag(
                prop.optimal_tiling_features):
            depth_format = fmt
            break

    if depth_format is None:
        raise RuntimeError("Failed to find a suitable depth stencil format.")

    # Depth stencil image creation
    depth_stencil = hvk.create_image(
        api, device,
        hvk.image_create_info(format=depth_format,
                              extent=vk.Extent3D(width=width,
                                                 height=height,
                                                 depth=1),
                              usage=vk.IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
                              | vk.IMAGE_USAGE_TRANSFER_SRC_BIT))

    # Depth stencil image memory
    image_memreq = hvk.image_memory_requirements(api, device, depth_stencil)
    mt_index = find_memory_type(vk.MEMORY_HEAP_DEVICE_LOCAL_BIT,
                                vk.MEMORY_PROPERTY_DEVICE_LOCAL_BIT)

    depth_stencil_size = image_memreq.size * 2
    depth_alloc = hvk.allocate_memory(
        api, device,
        hvk.memory_allocate_info(allocation_size=depth_stencil_size,
                                 memory_type_index=mt_index))

    hvk.bind_image_memory(api, device, depth_stencil, depth_alloc)

    # Depth stencil image view
    depth_view = hvk.create_image_view(
        api, device,
        hvk.image_view_create_info(
            image=depth_stencil,
            format=depth_format,
            subresource_range=hvk.image_subresource_range(
                aspect_mask=vk.IMAGE_ASPECT_DEPTH_BIT
                | vk.IMAGE_ASPECT_STENCIL_BIT)))
def clean_resources():
    window.hide()
    hvk.device_wait_idle(api, device)

    hvk.destroy_fence(api, device, staging_fence)
    hvk.destroy_command_pool(api, device, staging_pool)

    hvk.destroy_command_pool(api, device, drawing_pool)

    hvk.destroy_buffer(api, device, mesh_buffer)
    hvk.free_memory(api, device, mesh_memory)

    hvk.destroy_sampler(api, device, texture_sampler)
    hvk.destroy_image_view(api, device, texture_view)
    hvk.destroy_image(api, device, texture_image)
    hvk.free_memory(api, device, texture_image_memory)

    hvk.destroy_descriptor_pool(api, device, descriptor_pool)
    hvk.destroy_buffer(api, device, uniforms_buffer)
    hvk.free_memory(api, device, uniforms_mem)

    hvk.destroy_pipeline(api, device, pipeline)
    hvk.destroy_pipeline_cache(api, device, pipeline_cache)
    hvk.destroy_pipeline_layout(api, device, pipeline_layout)

    for m in shader_modules:
        hvk.destroy_shader_module(api, device, m)

    hvk.destroy_descriptor_set_layout(api, device, descriptor_set_layout)

    for fb in framebuffers:
        hvk.destroy_framebuffer(api, device, fb)

    hvk.destroy_render_pass(api, device, render_pass)

    hvk.destroy_semaphore(api, device, image_ready)
    hvk.destroy_semaphore(api, device, rendering_done)
    for f in render_fences:
        hvk.destroy_fence(api, device, f)

    hvk.destroy_image(api, device, depth_stencil)
    hvk.destroy_image_view(api, device, depth_view)
    hvk.free_memory(api, device, depth_alloc)

    for v in swapchain_image_views:
        hvk.destroy_image_view(api, device, v)

    hvk.destroy_swapchain(api, device, swapchain)
    hvk.destroy_device(api, device)
    hvk.destroy_surface(api, instance, surface)

    debugger.stop()
    hvk.destroy_instance(api, instance)

    window.destroy()
def mesh_to_device():
    global mesh_buffer, mesh_memory, staging_mesh_buffer, staging_mesh_memory, mesh_data

    # Create mesh resources
    mesh_buffer = hvk.create_buffer(
        api, device,
        hvk.buffer_create_info(size=total_mesh_size,
                               usage=vk.BUFFER_USAGE_TRANSFER_DST_BIT
                               | vk.BUFFER_USAGE_INDEX_BUFFER_BIT
                               | vk.BUFFER_USAGE_VERTEX_BUFFER_BIT))

    mesh_req = hvk.buffer_memory_requirements(api, device, mesh_buffer)
    mt_index = find_memory_type(vk.MEMORY_HEAP_DEVICE_LOCAL_BIT,
                                vk.MEMORY_PROPERTY_DEVICE_LOCAL_BIT)

    mesh_memory = hvk.allocate_memory(
        api, device,
        hvk.memory_allocate_info(allocation_size=mesh_req.size,
                                 memory_type_index=mt_index))

    hvk.bind_buffer_memory(api, device, mesh_buffer, mesh_memory, 0)

    # Upload mesh to device memory (recording)
    hvk.begin_command_buffer(api, staging_cmd, hvk.command_buffer_begin_info())

    region = vk.BufferCopy(src_offset=0, dst_offset=0, size=mesh_req.size)
    hvk.copy_buffer(api, staging_cmd, staging_mesh_buffer, mesh_buffer,
                    (region, ))

    hvk.end_command_buffer(api, staging_cmd)

    # Upload mesh to device memory (submiting)
    submit_info = hvk.submit_info(command_buffers=(staging_cmd, ))
    hvk.queue_submit(api,
                     render_queue.handle, (submit_info, ),
                     fence=staging_fence)
    hvk.wait_for_fences(api, device, (staging_fence, ))

    # Free staging resources
    hvk.destroy_buffer(api, device, staging_mesh_buffer)
    hvk.free_memory(api, device, staging_mesh_memory)
    del mesh_data, staging_mesh_buffer, staging_mesh_memory
def texture_to_device():
    global texture_image, texture_image_memory, texture_image_layout, texture_view, texture_sampler
    global texture, staging_texture_buffer, staging_texture_memory

    # Create the vulkan image
    texture_image_layout = vk.IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL

    texture_image = hvk.create_image(
        api, device,
        hvk.image_create_info(
            format=texture.format,
            mip_levels=len(texture.mipmaps),
            extent=vk.Extent3D(texture.width, texture.height, texture.depth),
            usage=vk.IMAGE_USAGE_TRANSFER_DST_BIT | vk.IMAGE_USAGE_SAMPLED_BIT,
        ))

    img_req = hvk.image_memory_requirements(api, device, texture_image)
    mt_index = find_memory_type(vk.MEMORY_HEAP_DEVICE_LOCAL_BIT,
                                vk.MEMORY_HEAP_DEVICE_LOCAL_BIT)

    texture_image_memory = hvk.allocate_memory(
        api, device,
        hvk.memory_allocate_info(allocation_size=img_req.size,
                                 memory_type_index=mt_index))

    hvk.bind_image_memory(api, device, texture_image, texture_image_memory, 0)

    # Build the copy regions (1 for each mipmap)
    regions = []
    for i, m in enumerate(texture.mipmaps):
        region = hvk.buffer_image_copy(
            image_subresource=hvk.image_subresource_layers(mip_level=i),
            image_extent=vk.Extent3D(m.width, m.height, 1),
            buffer_offset=m.offset)

        regions.append(region)

    # Build the image barrier for the image layout transitions
    barrier = hvk.image_memory_barrier(
        image=texture_image,
        new_layout=0,
        dst_access_mask=0,
        subresource_range=hvk.image_subresource_range(
            level_count=len(texture.mipmaps)))

    # Transfer the staging data to device
    hvk.begin_command_buffer(api, staging_cmd, hvk.command_buffer_begin_info())

    barrier.new_layout = vk.IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL
    barrier.dst_access_mask = vk.ACCESS_TRANSFER_WRITE_BIT
    hvk.pipeline_barrier(api,
                         staging_cmd, (barrier, ),
                         dst_stage_mask=vk.PIPELINE_STAGE_TRANSFER_BIT)

    hvk.copy_buffer_to_image(api, staging_cmd, staging_texture_buffer,
                             texture_image,
                             vk.IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, regions)

    barrier.old_layout = vk.IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL
    barrier.new_layout = vk.IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
    barrier.src_access_mask = vk.ACCESS_TRANSFER_WRITE_BIT
    barrier.dst_access_mask = vk.ACCESS_SHADER_READ_BIT
    hvk.pipeline_barrier(api,
                         staging_cmd, (barrier, ),
                         dst_stage_mask=vk.PIPELINE_STAGE_FRAGMENT_SHADER_BIT)

    hvk.end_command_buffer(api, staging_cmd)

    # Submit the staging command buffer
    hvk.reset_fences(api, device, (staging_fence, ))
    submit_info = hvk.submit_info(command_buffers=(staging_cmd, ))
    hvk.queue_submit(api,
                     render_queue.handle, (submit_info, ),
                     fence=staging_fence)
    hvk.wait_for_fences(api, device, (staging_fence, ))

    # Create the image view and the sampler
    texture_view = hvk.create_image_view(
        api, device,
        hvk.image_view_create_info(
            image=texture_image,
            format=texture.format,
            subresource_range=hvk.image_subresource_range(
                level_count=len(texture.mipmaps))))

    texture_sampler = hvk.create_sampler(
        api, device,
        hvk.sampler_create_info(
            mag_filter=vk.FILTER_LINEAR,
            min_filter=vk.FILTER_LINEAR,
            max_lod=len(texture.mipmaps),
        ))

    # Free staging resources
    hvk.destroy_buffer(api, device, staging_texture_buffer)
    hvk.free_memory(api, device, staging_texture_memory)
    del texture, staging_texture_buffer, staging_texture_memory
Example #6
0
 def free_alloc(self, alloc):
     _, api, device = self.ctx
     hvk.free_memory(api, device, alloc.device_memory)
     self.allocations.remove(alloc)