Move image type logic to GuestTexture, allowing 2D array views for 3D RTs

We can't render to a 3D texture through a 3D view, we instead have to create a 2D array view into it and render to that. The texture manager previously didn't support having a different view type/layer count between a guest texture view and the underlying storage texture that is required to support this so that was also implemented by reading the view layer count from the dimensions depth instead if the underlying texture is 3D (and the view type is 2D array). Additionally move away from our own view type enum to Vulkan, inline with other guest texture member types.
This commit is contained in:
Billy Laws
2022-05-31 22:09:53 +01:00
parent 22695c4feb
commit c745e0e02b
6 changed files with 77 additions and 61 deletions

View File

@ -28,6 +28,40 @@ namespace skyline::gpu {
}
}
vk::ImageType GuestTexture::GetImageType() const {
switch (viewType) {
case vk::ImageViewType::e1D:
case vk::ImageViewType::e1DArray:
return vk::ImageType::e1D;
case vk::ImageViewType::e2D:
case vk::ImageViewType::e2DArray:
// If depth is > 1 this is a 2D view into a 3D texture so the underlying image needs to be created as 3D yoo
if (dimensions.depth > 1)
return vk::ImageType::e3D;
else
return vk::ImageType::e2D;
case vk::ImageViewType::eCube:
case vk::ImageViewType::eCubeArray:
return vk::ImageType::e2D;
case vk::ImageViewType::e3D:
return vk::ImageType::e3D;
}
}
u32 GuestTexture::GetViewLayerCount() const {
if (GetImageType() == vk::ImageType::e3D && viewType != vk::ImageViewType::e3D)
return dimensions.depth;
else
return layerCount;
}
u32 GuestTexture::GetViewDepth() const {
if (GetImageType() == vk::ImageType::e3D && viewType != vk::ImageViewType::e3D)
return layerCount;
else
return dimensions.depth;
}
TextureView::TextureView(std::shared_ptr<Texture> texture, vk::ImageViewType type, vk::ImageSubresourceRange range, texture::Format format, vk::ComponentMapping mapping) : texture(std::move(texture)), type(type), format(format), mapping(mapping), range(range) {}
Texture::TextureViewStorage::TextureViewStorage(vk::ImageViewType type, texture::Format format, vk::ComponentMapping mapping, vk::ImageSubresourceRange range, vk::raii::ImageView &&vkView) : type(type), format(format), mapping(mapping), range(range), vkView(std::move(vkView)) {}
@ -519,21 +553,7 @@ namespace skyline::gpu {
if (format->vkAspect & (vk::ImageAspectFlagBits::eDepth | vk::ImageAspectFlagBits::eStencil))
usage |= vk::ImageUsageFlagBits::eDepthStencilAttachment;
// First attempt to derive type from dimensions
auto imageType{dimensions.GetType()};
// Try to ensure that the image type is compatible with the given image view type since we can't create a 2D image view from a 1D image
if (imageType == vk::ImageType::e1D && guest->type != texture::TextureType::e1D && guest->type != texture::TextureType::e1DArray) {
switch (guest->type) {
case texture::TextureType::e3D:
imageType = vk::ImageType::e3D;
break;
default:
imageType = vk::ImageType::e2D;
break;
}
}
auto imageType{guest->GetImageType()};
if (imageType == vk::ImageType::e2D && dimensions.width == dimensions.height && layerCount >= 6)
flags |= vk::ImageCreateFlagBits::eCubeCompatible;
else if (imageType == vk::ImageType::e3D)