rhi: d3d11/vulkan: Allow passing in an array range override
Only (straightforwardly) implementable with modern APIs, and only really exists to handle special platform cases, such as when a video framework gives us a D3D texture array with D3D11_BIND_DECODER | D3D11_BIND_SHADER_RESOURCE which is only possible to use as a shader resource if the SRV selects a single array layer. Has no effect on the normal usage of texture arrays, where all array layers are exposed, and it is the shader that selects the layer when sampling or loading via the sampler2DArray. That continues to be the standard way to work with texture arrays. Change-Id: I0a656b605da21f50239b38abb83067e0208c1dbe Reviewed-by: Piotr Srebrny <piotr.srebrny@qt.io> Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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@ -722,6 +722,28 @@ Q_LOGGING_CATEGORY(QRHI_LOG_INFO, "qt.rhi.general")
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implementation reports it as supported at run time. Geometry shaders have
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portability issues between APIs, and therefore no guarantees can be given
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for a universal solution for now.
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\value TextureArrayRange Indicates that for
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\l{QRhi::newTextureArray()}{texture arrays} it is possible to specify a
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range that is exposed to the shaders. Normally all array layers are exposed
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and it is up to the shader to select the layer (via the third coordinate
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passed to texture() when sampling the \c sampler2DArray). When supported,
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calling QRhiTexture::setArrayRangeStart() and
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QRhiTexture::setArrayRangeLength() before
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\l{QRhiTexture::create()}{building} or
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\l{QRhiTexture::createFrom()}{importing} the native texture has an effect,
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and leads to selecting only the specified range from the array. This will
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be necessary in special cases, such as when working with accelerated video
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decoding and Direct 3D 11, because a texture array with both
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\c{D3D11_BIND_DECODER} and \c{D3D11_BIND_SHADER_RESOURCE} on it is only
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usable as a shader resource if a single array layer is selected. Note that
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all this is applicable only when the texture is used as a
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QRhiShaderResourceBinding::SampledTexture or
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QRhiShaderResourceBinding::Texture shader resource, and is not compatible
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with image load/store. This feature is only available with some backends as
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it does not map well to all graphics APIs, and it is only meant to provide
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support for special cases anyhow. In practice the feature can be expected to
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be supported with Direct3D 11 and Vulkan.
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*/
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/*!
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@ -866,6 +866,14 @@ public:
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int arraySize() const { return m_arraySize; }
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void setArraySize(int arraySize) { m_arraySize = arraySize; }
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int arrayRangeStart() const { return m_arrayRangeStart; }
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int arrayRangeLength() const { return m_arrayRangeLength; }
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void setArrayRange(int startIndex, int count)
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{
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m_arrayRangeStart = startIndex;
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m_arrayRangeLength = count;
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}
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Flags flags() const { return m_flags; }
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void setFlags(Flags f) { m_flags = f; }
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@ -886,6 +894,8 @@ protected:
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int m_arraySize;
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int m_sampleCount;
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Flags m_flags;
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int m_arrayRangeStart = -1;
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int m_arrayRangeLength = -1;
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};
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Q_DECLARE_OPERATORS_FOR_FLAGS(QRhiTexture::Flags)
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@ -1676,7 +1686,8 @@ public:
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RenderTo3DTextureSlice,
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TextureArrays,
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Tessellation,
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GeometryShader
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GeometryShader,
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TextureArrayRange
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};
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enum BeginFrameFlag {
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@ -574,6 +574,8 @@ bool QRhiD3D11::isFeatureSupported(QRhi::Feature feature) const
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return false;
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case QRhi::GeometryShader:
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return false;
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case QRhi::TextureArrayRange:
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return true;
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default:
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Q_UNREACHABLE();
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return false;
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@ -3105,13 +3107,23 @@ bool QD3D11Texture::finishCreate()
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if (isArray) {
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if (sampleDesc.Count > 1) {
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
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srvDesc.Texture2DMSArray.FirstArraySlice = 0;
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srvDesc.Texture2DMSArray.ArraySize = UINT(m_arraySize);
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if (m_arrayRangeStart >= 0 && m_arrayRangeLength >= 0) {
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srvDesc.Texture2DMSArray.FirstArraySlice = UINT(m_arrayRangeStart);
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srvDesc.Texture2DMSArray.ArraySize = UINT(m_arrayRangeLength);
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} else {
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srvDesc.Texture2DMSArray.FirstArraySlice = 0;
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srvDesc.Texture2DMSArray.ArraySize = UINT(m_arraySize);
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}
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} else {
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
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srvDesc.Texture2DArray.MipLevels = mipLevelCount;
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srvDesc.Texture2DArray.FirstArraySlice = 0;
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srvDesc.Texture2DArray.ArraySize = UINT(m_arraySize);
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if (m_arrayRangeStart >= 0 && m_arrayRangeLength >= 0) {
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srvDesc.Texture2DArray.FirstArraySlice = UINT(m_arrayRangeStart);
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srvDesc.Texture2DArray.ArraySize = UINT(m_arrayRangeLength);
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} else {
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srvDesc.Texture2DArray.FirstArraySlice = 0;
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srvDesc.Texture2DArray.ArraySize = UINT(m_arraySize);
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}
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}
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} else {
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if (sampleDesc.Count > 1) {
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@ -1278,6 +1278,8 @@ bool QRhiGles2::isFeatureSupported(QRhi::Feature feature) const
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return caps.tessellation;
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case QRhi::GeometryShader:
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return caps.geometryShader;
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case QRhi::TextureArrayRange:
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return false;
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default:
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Q_UNREACHABLE();
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return false;
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@ -633,6 +633,8 @@ bool QRhiMetal::isFeatureSupported(QRhi::Feature feature) const
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return false;
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case QRhi::GeometryShader:
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return false;
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case QRhi::TextureArrayRange:
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return false;
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default:
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Q_UNREACHABLE();
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return false;
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@ -4326,6 +4326,8 @@ bool QRhiVulkan::isFeatureSupported(QRhi::Feature feature) const
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return caps.tessellation;
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case QRhi::GeometryShader:
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return caps.geometryShader;
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case QRhi::TextureArrayRange:
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return true;
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default:
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Q_UNREACHABLE();
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return false;
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@ -6016,7 +6018,12 @@ bool QVkTexture::finishCreate()
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viewInfo.components.a = VK_COMPONENT_SWIZZLE_A;
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viewInfo.subresourceRange.aspectMask = aspectMask;
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viewInfo.subresourceRange.levelCount = mipLevelCount;
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viewInfo.subresourceRange.layerCount = isCube ? 6 : (isArray ? m_arraySize : 1);
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if (isArray && m_arrayRangeStart >= 0 && m_arrayRangeLength >= 0) {
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viewInfo.subresourceRange.baseArrayLayer = uint32_t(m_arrayRangeStart);
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viewInfo.subresourceRange.layerCount = uint32_t(m_arrayRangeLength);
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} else {
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viewInfo.subresourceRange.layerCount = isCube ? 6 : (isArray ? m_arraySize : 1);
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}
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VkResult err = rhiD->df->vkCreateImageView(rhiD->dev, &viewInfo, nullptr, &imageView);
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if (err != VK_SUCCESS) {
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@ -402,7 +402,12 @@ void tst_QRhi::create()
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QRhi::PipelineCacheDataLoadSave,
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QRhi::ImageDataStride,
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QRhi::RenderBufferImport,
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QRhi::ThreeDimensionalTextures
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QRhi::ThreeDimensionalTextures,
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QRhi::RenderTo3DTextureSlice,
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QRhi::TextureArrays,
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QRhi::Tessellation,
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QRhi::GeometryShader,
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QRhi::TextureArrayRange
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};
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for (size_t i = 0; i <sizeof(features) / sizeof(QRhi::Feature); ++i)
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rhi->isFeatureSupported(features[i]);
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