def _setup_images_resources(self, staging_alloc, staging_buffer, data_images): engine, api, device = self.ctx mem = engine.memory_manager # Allocate final images memory total_images_alloc = 0 for data_image in data_images: req = hvk.image_memory_requirements(api, device, data_image.image_handle) a, o = req.alignment - 1, total_images_alloc aligned = (o + a) & ~a data_image.base_offset = aligned total_images_alloc = aligned + req.size image_alloc = mem.shared_alloc(total_images_alloc, (vk.MEMORY_PROPERTY_DEVICE_LOCAL_BIT, )) # Bind image to memory & create image views for data_image in data_images: image_handle = data_image.image_handle hvk.bind_image_memory(api, device, image_handle, image_alloc.device_memory, data_image.base_offset) data_image._setup_views() # Update the image layouts to match the requested parameters self._setup_image_layouts(staging_buffer, data_images) return image_alloc
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 get_resource_requirements(self, resource, resource_type): _, api, device = self.ctx requirements = None if resource_type == vk.STRUCTURE_TYPE_IMAGE_CREATE_INFO: requirements = hvk.image_memory_requirements(api, device, resource) elif resource_type == vk.STRUCTURE_TYPE_BUFFER_CREATE_INFO: requirements = hvk.buffer_memory_requirements( api, device, resource) else: raise ValueError( "value of argument \"resource_type\" must be STRUCTURE_TYPE_IMAGE_CREATE_INFO or STRUCTURE_TYPE_BUFFER_CREATE_INFO" ) return requirements
def create_noise_image_output(): global noise_image, noise_view, noise_alloc, noise_sampler # Noise image noise_image = hvk.create_image( api, device, hvk.image_create_info(format=vk.FORMAT_B8G8R8A8_UNORM, extent=vk.Extent3D(width=256, height=256, depth=1), usage=vk.IMAGE_USAGE_STORAGE_BIT | vk.IMAGE_USAGE_SAMPLED_BIT)) noise_memreq = hvk.image_memory_requirements(api, device, noise_image) mt_index = find_memory_type(vk.MEMORY_HEAP_DEVICE_LOCAL_BIT, vk.MEMORY_PROPERTY_DEVICE_LOCAL_BIT) noise_alloc = hvk.allocate_memory( api, device, hvk.memory_allocate_info(allocation_size=noise_memreq.size, memory_type_index=mt_index)) hvk.bind_image_memory(api, device, noise_image, noise_alloc) # Noise view noise_view = hvk.create_image_view( api, device, hvk.image_view_create_info(image=noise_image, format=vk.FORMAT_B8G8R8A8_UNORM)) # Noise sampler noise_sampler = hvk.create_sampler( api, device, hvk.sampler_create_info( mag_filter=vk.FILTER_LINEAR, min_filter=vk.FILTER_LINEAR, ))
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