@@ -11,7 +11,7 @@
|
||||
#include "Engine/Graphics/Textures/TextureData.h"
|
||||
#include "Engine/Scripting/Enums.h"
|
||||
|
||||
void GPUTextureViewVulkan::Init(GPUDeviceVulkan* device, ResourceOwnerVulkan* owner, VkImage image, int32 totalMipLevels, PixelFormat format, MSAALevel msaa, VkExtent3D extent, VkImageViewType viewType, int32 mipLevels, int32 firstMipIndex, int32 arraySize, int32 firstArraySlice, bool readOnlyDepth)
|
||||
void GPUTextureViewVulkan::Init(GPUDeviceVulkan* device, ResourceOwnerVulkan* owner, VkImage image, int32 totalMipLevels, PixelFormat format, MSAALevel msaa, VkExtent3D extent, VkImageViewType viewType, int32 mipLevels, int32 firstMipIndex, int32 arraySize, int32 firstArraySlice, bool readOnlyDepth, bool stencilView)
|
||||
{
|
||||
ASSERT(View == VK_NULL_HANDLE);
|
||||
|
||||
@@ -57,7 +57,13 @@ void GPUTextureViewVulkan::Init(GPUDeviceVulkan* device, ResourceOwnerVulkan* ow
|
||||
SubresourceIndex = RenderTools::CalcSubresourceIndex(firstMipIndex, firstArraySlice, totalMipLevels);
|
||||
}
|
||||
|
||||
if (PixelFormatExtensions::IsDepthStencil(format))
|
||||
if (stencilView)
|
||||
{
|
||||
range.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
|
||||
LayoutRTV = readOnlyDepth ? VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
||||
LayoutSRV = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
|
||||
}
|
||||
else if (PixelFormatExtensions::IsDepthStencil(format))
|
||||
{
|
||||
range.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
|
||||
#if 0
|
||||
@@ -157,13 +163,23 @@ void GPUTextureViewVulkan::DescriptorAsImage(GPUContextVulkan* context, VkImageV
|
||||
imageView = View;
|
||||
layout = LayoutSRV;
|
||||
const VkImageAspectFlags aspectMask = Info.subresourceRange.aspectMask;
|
||||
if (aspectMask == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
|
||||
if (aspectMask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT))
|
||||
{
|
||||
// Transition depth-only when binding depth buffer with stencil
|
||||
// Transition depth-only when binding depth buffer with stencil (or stencil-only without depth)
|
||||
if (ViewSRV == VK_NULL_HANDLE)
|
||||
{
|
||||
VkImageViewCreateInfo createInfo = Info;
|
||||
createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
|
||||
if (aspectMask == VK_IMAGE_ASPECT_STENCIL_BIT)
|
||||
{
|
||||
// Stencil
|
||||
createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
|
||||
createInfo.components.g = VK_COMPONENT_SWIZZLE_R; // Map .g component in shader to .r of stencil plane
|
||||
}
|
||||
else
|
||||
{
|
||||
// Depth
|
||||
createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
|
||||
}
|
||||
VALIDATE_VULKAN_RESULT(vkCreateImageView(Device->Device, &createInfo, nullptr, &ViewSRV));
|
||||
}
|
||||
imageView = ViewSRV;
|
||||
@@ -434,6 +450,26 @@ void GPUTextureVulkan::initHandles()
|
||||
{
|
||||
_handleReadOnlyDepth.Init(_device, this, _image, mipLevels, format, msaa, extent, VK_IMAGE_VIEW_TYPE_2D, mipLevels, 0, 1, 0, true);
|
||||
}
|
||||
|
||||
// Stencil view
|
||||
if (IsDepthStencil() && IsShaderResource() && PixelFormatExtensions::HasStencil(format))
|
||||
{
|
||||
PixelFormat stencilFormat;
|
||||
switch (format)
|
||||
{
|
||||
case PixelFormat::D24_UNorm_S8_UInt:
|
||||
case PixelFormat::R24_UNorm_X8_Typeless:
|
||||
case PixelFormat::R24G8_Typeless:
|
||||
stencilFormat = PixelFormat::X24_Typeless_G8_UInt;
|
||||
break;
|
||||
case PixelFormat::D32_Float_S8X24_UInt:
|
||||
case PixelFormat::R32_Float_X8X24_Typeless:
|
||||
case PixelFormat::R32G8X24_Typeless:
|
||||
stencilFormat = PixelFormat::X32_Typeless_G8X24_UInt;
|
||||
break;
|
||||
}
|
||||
_handleStencil.Init(_device, this, _image, mipLevels, stencilFormat, msaa, extent, VK_IMAGE_VIEW_TYPE_2D, mipLevels, 0, 1, 0, true, true);
|
||||
}
|
||||
}
|
||||
|
||||
void GPUTextureVulkan::OnResidentMipsChanged()
|
||||
@@ -457,6 +493,7 @@ void GPUTextureVulkan::OnReleaseGPU()
|
||||
_handleVolume.Release();
|
||||
_handleUAV.Release();
|
||||
_handleReadOnlyDepth.Release();
|
||||
_handleStencil.Release();
|
||||
for (int32 i = 0; i < _handlesPerMip.Count(); i++)
|
||||
{
|
||||
for (int32 j = 0; j < _handlesPerMip[i].Count(); j++)
|
||||
|
||||
Reference in New Issue
Block a user