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add texture array support to vulkan readback #3235
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add texture array support to vulkan readback #3235
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…es texture arrays when called by bgfx::readTexture.
cc @pezcode |
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LGTM, modulo the one suggested change 👍
src/renderer_vk.cpp
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, _mip | ||
, 1 | ||
, 0 | ||
, 1 | ||
); |
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The first 1
(_levelCount
) should still be there, to only add a layout transition for _mip
. Otherwise the driver will transition all higher mip levels as well.
Same up top.
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yep agreed. i changed it back to level=1, baseArrayLayer=1, layerCount = VK_REMAINING_ARRAY_LAYERS for imageMemoryBarrier
Make sure this have the same behavior on other backends too. |
it should for opengl looking at metal it seems to be the same behavior |
I think maybe API should change... Intention was always to read single 2D slice, not complete chain. Something like: uint32_t readTexture(
TextureHandle _handle
, void* _data
, uint16_t _layer
, uint8_t _mip
); |
add in numLayers to ReadBackVK utility class so that it properly copies texture arrays when called by bgfx::readTexture.
tested in examples-20-picking to still work
The ReadBackVK class could probably be made to be more elegant as well as to handle texturecube but I don't have a good test-case for that.