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texture_compression_basisu.h
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/* Copyright (c) 2021, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* Loading a Basis Universal supercompressed texture and transcoding it to a supported GPU texture format
*/
#pragma once
#include <ktx.h>
#include <vector>
#include "api_vulkan_sample.h"
class TextureCompressionBasisu : public ApiVulkanSample
{
public:
// Vertex layout for this example
struct VertexStructure
{
float pos[3];
float uv[2];
};
// Contains all Vulkan objects that are required to store and use a texture
// Note that this repository contains a texture class (vulkan_texture.h) that encapsulates texture loading functionality in a class that is used in subsequent demos
struct Texture
{
VkSampler sampler;
VkImage image = VK_NULL_HANDLE;
VkImageLayout image_layout;
VkDeviceMemory device_memory;
VkImageView view;
uint32_t width, height;
uint32_t mip_levels;
} texture;
std::unique_ptr<vkb::core::Buffer> vertex_buffer;
std::unique_ptr<vkb::core::Buffer> index_buffer;
uint32_t index_count;
std::unique_ptr<vkb::core::Buffer> uniform_buffer_vs;
struct
{
glm::mat4 projection;
glm::mat4 model;
} ubo_vs;
VkPipeline pipeline;
VkPipelineLayout pipeline_layout;
VkDescriptorSet descriptor_set;
VkDescriptorSetLayout descriptor_set_layout;
int32_t selected_transcode_target_format = 0;
std::vector<ktx_transcode_fmt_e> available_target_formats;
std::vector<std::string> available_target_formats_names;
int32_t selected_input_texture = 0;
std::vector<std::string> texture_file_names;
float last_transcode_time;
TextureCompressionBasisu();
~TextureCompressionBasisu();
virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override;
bool format_supported(VkFormat format);
void get_available_target_formats();
void transcode_texture(const std::string &input_file, ktx_transcode_fmt_e target_format);
void destroy_texture(Texture texture);
void update_image_descriptor();
void build_command_buffers() override;
void draw();
void generate_quad();
void setup_descriptor_pool();
void setup_descriptor_set_layout();
void setup_descriptor_set();
void prepare_pipelines();
void prepare_uniform_buffers();
void update_uniform_buffers();
bool prepare(vkb::Platform &platform) override;
virtual void render(float delta_time) override;
virtual void view_changed() override;
virtual void on_update_ui_overlay(vkb::Drawer &drawer) override;
};
std::unique_ptr<vkb::Application> create_texture_compression_basisu();