SurvivalMachine SurvivalMachine - 4 months ago 22
C++ Question

Loading non-power-of-two textures in Vulkan

My 2D texture loader works fine if my texture dimensions are power-of-two, but when they are not, the texture data displays as skewed. How do I fix this? I assume the issue has something to do with memory alignment and row pitch. Here's relevant parts of my loader code:

VkMemoryRequirements memReqs;
vkGetImageMemoryRequirements( GfxDeviceGlobal::device, mappableImage, &memReqs );

VkMemoryAllocateInfo memAllocInfo = {};
memAllocInfo.pNext = nullptr;
memAllocInfo.memoryTypeIndex = 0;
memAllocInfo.allocationSize = memReqs.size;

GetMemoryType( memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &memAllocInfo.memoryTypeIndex );

VkDeviceMemory mappableMemory;
err = vkAllocateMemory( GfxDeviceGlobal::device, &memAllocInfo, nullptr, &mappableMemory );
CheckVulkanResult( err, "vkAllocateMemory in Texture2D" );

err = vkBindImageMemory( GfxDeviceGlobal::device, mappableImage, mappableMemory, 0 );
CheckVulkanResult( err, "vkBindImageMemory in Texture2D" );

VkImageSubresource subRes = {};
subRes.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subRes.mipLevel = 0;
subRes.arrayLayer = 0;

VkSubresourceLayout subResLayout;
vkGetImageSubresourceLayout( GfxDeviceGlobal::device, mappableImage, &subRes, &subResLayout );

void* mapped;
err = vkMapMemory( GfxDeviceGlobal::device, mappableMemory, 0, memReqs.size, 0, &mapped );
CheckVulkanResult( err, "vkMapMemory in Texture2D" );

const int bytesPerPixel = 4;
std::size_t dataSize = bytesPerPixel * width * height;
std::memcpy( mapped, data, dataSize );

vkUnmapMemory( GfxDeviceGlobal::device, mappableMemory );


The VkSubresourceLayout, which you obtained from vkGetImageSubresourceLayout will contain the pitch of the texture in the rowPitch member. It's more than likely not equal to the width, thus, when you do a memcpy of the entire data block, you're copying relevant data into the padding section of the texture.

Instead you will need to memcpy row-by-row, skipping the padding memory in the mapped texture:

const int bytesPerPixel = 4;
std::size_t dataRowSize = bytesPerPixel * width;
char* mappedBytes = (char*)mapped;
for(int i = 0; i < height; ++i)
    std::memcpy(mapped, data, dataSize);
    mappedBytes += rowPitch;
    data += dataRowSize;

(this code assumes data is a char * as well - its declaration wasn't given)