コード例 #1
0
ファイル: data_scene.py プロジェクト: zer0nka/panic-panda
    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
コード例 #2
0
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)))
コード例 #3
0
ファイル: memory_manager.py プロジェクト: zer0nka/panic-panda
    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
コード例 #4
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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,
        ))
コード例 #5
0
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