如何实现Vulkan的VkImage与OpenGL的Texture2D之间的互转?

摘要:Vulkan的纹理和OpenGL的纹理之间共享的解决方案, 因为项目的功能需要同时引入OpenGL和Vulkan,又因为效率的影响必须想办法优化,两者之间需要互相访问互相转换的高效方案。 Vulkan的纹理图像类型是:VkImage,Ope
Vulkan的纹理和OpenGL的纹理之间共享的解决方案, 因为项目的功能需要同时引入OpenGL和Vulkan,又因为效率的影响必须想办法优化,两者之间需要互相访问互相转换的高效方案。 Vulkan的纹理图像类型是:VkImage,OpenGL的纹理类型是:Texture2D 此文原创,收集和编写不易,望能珍惜。 1. NVIDIA GPU Only的方案 在OpenGL 4.5 规范(简介)第 1 章的补充中新增了一个扩展GL_NV_draw_vulkan_image 有提供如下函数 glDrawVkImageNV glGetVkProcAddrNV glSignalVkFenceNV glSignalVkSemaphoreNV glWaitVkSemaphoreNV 对应Vulkan这边也有NVIDIA CPU Only的方案新增(已在Vulkan1.0之后的版本弃用) VK_NV_external_memory VK_NV_external_memory_capabilities 2. Windows Only的方案 OpenGL新增了扩展 GL_EXT_memory_object_win32 --------------------------- glImportMemoryWin32HandleEXT glImportMemoryWin32NameEXT GL_EXT_memory_object --------------------- glBufferStorageMemEXT glCreateMemoryObjectsEXT glDeleteMemoryObjectsEXT glGetMemoryObjectParameterivEXT glGetUnsignedBytei_vEXT glGetUnsignedBytevEXT glIsMemoryObjectEXT glMemoryObjectParameterivEXT glNamedBufferStorageMemEXT glTexStorageMem1DEXT glTexStorageMem2DEXT glTexStorageMem2DMultisampleEXT glTexStorageMem3DEXT glTexStorageMem3DMultisampleEXT glTextureStorageMem1DEXT glTextureStorageMem2DEXT glTextureStorageMem2DMultisampleEXT glTextureStorageMem3DEXT glTextureStorageMem3DMultisampleEXT 对应Vulkan也有与之对应的函数: #ifdef VK_KHR_external_memory_win32 //获取内存对象的 Windows句柄 VkResult vkGetMemoryWin32HandleKHR( VkDevice device, const VkMemoryGetWin32HandleInfoKHR* pGetWin32HandleInfo, HANDLE* pHandle); //获取外部内存Win32句柄的属性 //与Vulkan兼容的Windows内存句柄也可以由使用超出本规范范围的方法的非Vulkan API,如OpenGL。 VkResult vkGetMemoryWin32HandlePropertiesKHR( VkDevice device, VkExternalMemoryHandleTypeFlagBits handleType, HANDLE handle, VkMemoryWin32HandlePropertiesKHR* pMemoryWin32HandleProperties); #endif 3. 其他操作系统的方案 OpenGL的扩展函数: GL_EXT_memory_object_fd ------------------------ glImportMemoryFdEXT GL_EXT_memory_object --------------------- glBufferStorageMemEXT glCreateMemoryObjectsEXT glDeleteMemoryObjectsEXT glGetMemoryObjectParameterivEXT glGetUnsignedBytei_vEXT glGetUnsignedBytevEXT glIsMemoryObjectEXT glMemoryObjectParameterivEXT glNamedBufferStorageMemEXT glTexStorageMem1DEXT glTexStorageMem2DEXT glTexStorageMem2DMultisampleEXT glTexStorageMem3DEXT glTexStorageMem3DMultisampleEXT glTextureStorageMem1DEXT glTextureStorageMem2DEXT glTextureStorageMem2DMultisampleEXT glTextureStorageMem3DEXT glTextureStorageMem3DMultisampleEXT Vulkan的与之对应的扩展函数: #ifdef VK_KHR_external_memory #endif #ifdef VK_KHR_external_memory_capabilities //需要支持Vulkan 1.0,需要启用VK_KHR_get_physical_device_properties2 void vkGetPhysicalDeviceExternalBufferProperties( VkPhysicalDevice physicalDevice, const VkPhysicalDeviceExternalBufferInfo* pExternalBufferInfo, VkExternalBufferProperties* pExternalBufferProperties); typedef struct VkExternalMemoryProperties { //externalMemoryFeatures是 VkExternalMemoryFeatureFlagBits 的位掩码,指定的功能。 VkExternalMemoryFeatureFlags externalMemoryFeatures; //exportFromImportedHandleTypes是 VkExternalMemoryHandleTypeFlagBits 的位掩码,指定哪些类型的可以从中导出导入的手柄。 VkExternalMemoryHandleTypeFlags exportFromImportedHandleTypes; //compatibleHandleTypes是 VkExternalMemoryHandleTypeFlagBits 的位掩码,指定可以在创建与外部存储器兼容的图像。 VkExternalMemoryHandleTypeFlags compatibleHandleTypes; } VkExternalMemoryProperties; #endif