Commit 8c6a168
authored
Introduce a new
## Summary
- **Introduced `Texture.h`** with a shared `TextureCreateDesc`,
`TextureFormat` enum, `TextureUsage` flags, `ClearValue` variant
(`ClearColor` / `ClearDepthStencil`), and `validateTextureCreateDesc`
returning specific `llvm::Error` messages
- **Added `createTexture` to all three backends** (DX, Vulkan, Metal) as
a virtual method on `Device`, handling resource creation, optimized
clear values, and format/usage validation
- **Unified render target creation** via
`createRenderTargetFromCPUBuffer(Device&, CPUBuffer&)` free function —
all backends now route through `createTexture` instead of manually
calling API-specific resource creation
- **Unified depth/stencil creation** via
`createDefaultDepthStencilTarget(Device&, Width, Height)` free function
with `D32FloatS8Uint` format — added depth testing to DX and Metal
backends (previously only Vulkan had it)
- **Readback buffers** created through the virtual `createBuffer` API
with `MemoryLocation::GpuToCpu`; Metal refactored from
`StorageModeShared` texture with `getBytes()` to `StorageModePrivate`
texture + blit copy to readback buffer (this is to align functionality
between backends in preparation of api-agnostic code-flow. Sacrifices
had to be made 😛)
- **Views on textures** — RTV/DSV descriptor heaps (DX) and
`VkImageView` (VK) are now created at `createTexture` time for
`RenderTarget`/`DepthStencil` usage, removing view creation boilerplate
from pipeline setup
- Render target and readback buffer are stored directly as
`shared_ptr<VulkanTexture>` / `shared_ptr<VulkanBuffer>` on
`InvocationState`
- **Clear values read from texture descriptors** in all backends instead
of being hardcoded
- **Added `toTextureFormat(DataFormat, Channels)`** as a bridge function
while refactoring, with `validateTextureDescMatchesCPUBuffer` to catch
mismatches between the old and new description systems
- **Split Metal storage mode helpers** into `getMetalTextureStorageMode`
and `getMetalBufferResourceOptions` because `GpuToCpu` maps differently
for textures (Managed) vs buffers (Shared)
## Future direction
Added for context to better understand some of the changes in this PR.
- **SRV/UAV views on textures** — currently not stored on the texture
because they would require a descriptor heap allocation scheme
- Work towards eliminating `DataFormat + Channels` dual description.
- **Route VK vertex buffer through `createBuffer`** — still uses the old
`ResourceRef`/`BufferRef` system
- Abstract readback copy
- **Unify `InvocationState`** across backendsTexture type with DX,VK,MTL implementations. (#1020)1 parent f1852e8 commit 8c6a168
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