MayaFlux 0.5.0
Digital-First Multimedia Processing Framework
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◆ transition_image_layout()

void MayaFlux::Core::BackendResourceManager::transition_image_layout ( vk::Image  image,
vk::ImageLayout  old_layout,
vk::ImageLayout  new_layout,
uint32_t  mip_levels = 1,
uint32_t  array_layers = 1,
vk::ImageAspectFlags  aspect_flags = vk::ImageAspectFlagBits::eColor 
)

Transition image layout using a pipeline barrier.

Parameters
imageVkImage handle
old_layoutCurrent layout
new_layoutTarget layout
mip_levelsNumber of mip levels to transition
array_layersNumber of array layers to transition

Executes immediately on graphics queue. Use for initial setup and one-off transitions. For rendering, prefer manual barriers.

Definition at line 587 of file BackendResoureManager.cpp.

594{
595 execute_immediate_commands([&](vk::CommandBuffer cmd) {
596 vk::ImageMemoryBarrier barrier {};
597 barrier.oldLayout = old_layout;
598 barrier.newLayout = new_layout;
599 barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
600 barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
601 barrier.image = image;
602 barrier.subresourceRange.aspectMask = aspect_flags;
603 barrier.subresourceRange.baseMipLevel = 0;
604 barrier.subresourceRange.levelCount = mip_levels;
605 barrier.subresourceRange.baseArrayLayer = 0;
606 barrier.subresourceRange.layerCount = array_layers;
607
608 vk::PipelineStageFlags src_stage;
609 vk::PipelineStageFlags dst_stage;
610
611 if (old_layout == vk::ImageLayout::eUndefined && new_layout == vk::ImageLayout::eTransferDstOptimal) {
612 barrier.srcAccessMask = vk::AccessFlags {};
613 barrier.dstAccessMask = vk::AccessFlagBits::eTransferWrite;
614 src_stage = vk::PipelineStageFlagBits::eTopOfPipe;
615 dst_stage = vk::PipelineStageFlagBits::eTransfer;
616 } else if (old_layout == vk::ImageLayout::eTransferDstOptimal && new_layout == vk::ImageLayout::eShaderReadOnlyOptimal) {
617 barrier.srcAccessMask = vk::AccessFlagBits::eTransferWrite;
618 barrier.dstAccessMask = vk::AccessFlagBits::eShaderRead;
619 src_stage = vk::PipelineStageFlagBits::eTransfer;
620 dst_stage = vk::PipelineStageFlagBits::eFragmentShader;
621 } else if (old_layout == vk::ImageLayout::eUndefined && new_layout == vk::ImageLayout::eShaderReadOnlyOptimal) {
622 barrier.srcAccessMask = vk::AccessFlags {};
623 barrier.dstAccessMask = vk::AccessFlagBits::eShaderRead;
624 src_stage = vk::PipelineStageFlagBits::eTopOfPipe;
625 dst_stage = vk::PipelineStageFlagBits::eFragmentShader;
626 } else if (old_layout == vk::ImageLayout::eUndefined && new_layout == vk::ImageLayout::eColorAttachmentOptimal) {
627 barrier.srcAccessMask = vk::AccessFlags {};
628 barrier.dstAccessMask = vk::AccessFlagBits::eColorAttachmentWrite;
629 src_stage = vk::PipelineStageFlagBits::eTopOfPipe;
630 dst_stage = vk::PipelineStageFlagBits::eColorAttachmentOutput;
631 } else if (old_layout == vk::ImageLayout::eUndefined && new_layout == vk::ImageLayout::eDepthStencilAttachmentOptimal) {
632 barrier.srcAccessMask = vk::AccessFlags {};
633 barrier.dstAccessMask = vk::AccessFlagBits::eDepthStencilAttachmentRead | vk::AccessFlagBits::eDepthStencilAttachmentWrite;
634 src_stage = vk::PipelineStageFlagBits::eTopOfPipe;
635 dst_stage = vk::PipelineStageFlagBits::eEarlyFragmentTests;
636 } else if (old_layout == vk::ImageLayout::eUndefined && new_layout == vk::ImageLayout::eGeneral) {
637 barrier.srcAccessMask = vk::AccessFlags {};
638 barrier.dstAccessMask = vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eShaderWrite;
639 src_stage = vk::PipelineStageFlagBits::eTopOfPipe;
640 dst_stage = vk::PipelineStageFlagBits::eComputeShader;
641 } else if (old_layout == vk::ImageLayout::eGeneral && new_layout == vk::ImageLayout::eShaderReadOnlyOptimal) {
642 barrier.srcAccessMask = vk::AccessFlagBits::eShaderWrite;
643 barrier.dstAccessMask = vk::AccessFlagBits::eShaderRead;
644 src_stage = vk::PipelineStageFlagBits::eComputeShader;
645 dst_stage = vk::PipelineStageFlagBits::eComputeShader;
646 } else if (old_layout == vk::ImageLayout::eShaderReadOnlyOptimal && new_layout == vk::ImageLayout::eGeneral) {
647 barrier.srcAccessMask = vk::AccessFlagBits::eShaderRead;
648 barrier.dstAccessMask = vk::AccessFlagBits::eShaderWrite;
649 src_stage = vk::PipelineStageFlagBits::eComputeShader;
650 dst_stage = vk::PipelineStageFlagBits::eComputeShader;
651 } else {
652 barrier.srcAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite;
653 barrier.dstAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite;
654 src_stage = vk::PipelineStageFlagBits::eAllCommands;
655 dst_stage = vk::PipelineStageFlagBits::eAllCommands;
656
658 "Using generic image layout transition");
659 }
660
661 cmd.pipelineBarrier(
662 src_stage, dst_stage,
663 vk::DependencyFlags {},
664 0, nullptr, // Memory barriers
665 0, nullptr, // Buffer barriers
666 1, &barrier // Image barriers
667 );
668 });
669
671 "Image layout transitioned: {} -> {}",
672 vk::to_string(old_layout), vk::to_string(new_layout));
673}
#define MF_WARN(comp, ctx,...)
#define MF_DEBUG(comp, ctx,...)
vk::CommandBuffer cmd
IO::ImageData image
Definition Decoder.cpp:64
void execute_immediate_commands(const std::function< void(vk::CommandBuffer)> &recorder)
Execute immediate command recording for buffer operations.
@ GraphicsBackend
Graphics/visual rendering backend (Vulkan, OpenGL)
@ Core
Core engine, backend, subsystems.

References cmd, MayaFlux::Journal::Core, execute_immediate_commands(), MayaFlux::Journal::GraphicsBackend, image, MF_DEBUG, and MF_WARN.

Referenced by MayaFlux::Portal::Graphics::TextureLoom::create_2d(), MayaFlux::Portal::Graphics::TextureLoom::create_2d_array(), MayaFlux::Portal::Graphics::TextureLoom::create_3d(), MayaFlux::Portal::Graphics::TextureLoom::create_cubemap(), MayaFlux::Portal::Graphics::TextureLoom::create_depth_buffer(), MayaFlux::Portal::Graphics::TextureLoom::create_render_target(), MayaFlux::Portal::Graphics::TextureLoom::create_storage_image(), and MayaFlux::Portal::Graphics::TextureLoom::transition_layout().

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