vulkano/examples/src/bin/triangle.rs

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// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.
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// Welcome to the triangle example!
//
// This is the only example that is entirely detailed. All the other examples avoid code
// duplication by using helper functions.
//
// This example assumes that you are already more or less familiar with graphics programming
// and that you want to learn Vulkan. This means that for example it won't go into details about
// what a vertex or a shader is.
use std::sync::Arc;
use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess};
use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, SubpassContents};
use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType};
use vulkano::device::{Device, DeviceExtensions, Features};
use vulkano::image::view::ImageView;
use vulkano::image::{ImageAccess, ImageUsage, SwapchainImage};
use vulkano::instance::Instance;
use vulkano::pipeline::input_assembly::InputAssemblyState;
use vulkano::pipeline::viewport::{Viewport, ViewportState};
use vulkano::pipeline::GraphicsPipeline;
use vulkano::render_pass::{Framebuffer, RenderPass, Subpass};
use vulkano::swapchain::{self, AcquireError, Swapchain, SwapchainCreationError};
use vulkano::sync::{self, FlushError, GpuFuture};
use vulkano::Version;
use vulkano_win::VkSurfaceBuild;
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::{Window, WindowBuilder};
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fn main() {
// The first step of any Vulkan program is to create an instance.
//
// When we create an instance, we have to pass a list of extensions that we want to enable.
//
// All the window-drawing functionalities are part of non-core extensions that we need
// to enable manually. To do so, we ask the `vulkano_win` crate for the list of extensions
// required to draw to a window.
let required_extensions = vulkano_win::required_extensions();
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// Now creating the instance.
let instance = Instance::new(None, Version::V1_1, &required_extensions, None).unwrap();
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// The objective of this example is to draw a triangle on a window. To do so, we first need to
// create the window.
//
// This is done by creating a `WindowBuilder` from the `winit` crate, then calling the
// `build_vk_surface` method provided by the `VkSurfaceBuild` trait from `vulkano_win`. If you
// ever get an error about `build_vk_surface` being undefined in one of your projects, this
// probably means that you forgot to import this trait.
//
// This returns a `vulkano::swapchain::Surface` object that contains both a cross-platform winit
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// window and a cross-platform Vulkan surface that represents the surface of the window.
let event_loop = EventLoop::new();
let surface = WindowBuilder::new()
.build_vk_surface(&event_loop, instance.clone())
.unwrap();
// Choose device extensions that we're going to use.
// In order to present images to a surface, we need a `Swapchain`, which is provided by the
// `khr_swapchain` extension.
let device_extensions = DeviceExtensions {
khr_swapchain: true,
..DeviceExtensions::none()
};
// We then choose which physical device to use. First, we enumerate all the available physical
// devices, then apply filters to narrow them down to those that can support our needs.
let (physical_device, queue_family) = PhysicalDevice::enumerate(&instance)
.filter(|&p| {
// Some devices may not support the extensions or features that your application, or
// report properties and limits that are not sufficient for your application. These
// should be filtered out here.
p.supported_extensions().is_superset_of(&device_extensions)
})
.filter_map(|p| {
// For each physical device, we try to find a suitable queue family that will execute
// our draw commands.
//
// Devices can provide multiple queues to run commands in parallel (for example a draw
// queue and a compute queue), similar to CPU threads. This is something you have to
// have to manage manually in Vulkan. Queues of the same type belong to the same
// queue family.
//
// Here, we look for a single queue family that is suitable for our purposes. In a
// real-life application, you may want to use a separate dedicated transfer queue to
// handle data transfers in parallel with graphics operations. You may also need a
// separate queue for compute operations, if your application uses those.
p.queue_families()
.find(|&q| {
// We select a queue family that supports graphics operations. When drawing to
// a window surface, as we do in this example, we also need to check that queues
// in this queue family are capable of presenting images to the surface.
q.supports_graphics() && surface.is_supported(q).unwrap_or(false)
})
// The code here searches for the first queue family that is suitable. If none is
// found, `None` is returned to `filter_map`, which disqualifies this physical
// device.
.map(|q| (p, q))
})
// All the physical devices that pass the filters above are suitable for the application.
// However, not every device is equal, some are preferred over others. Now, we assign
// each physical device a score, and pick the device with the
// lowest ("best") score.
//
// In this example, we simply select the best-scoring device to use in the application.
// In a real-life setting, you may want to use the best-scoring device only as a
// "default" or "recommended" device, and let the user choose the device themselves.
.min_by_key(|(p, _)| {
// We assign a better score to device types that are likely to be faster/better.
match p.properties().device_type {
PhysicalDeviceType::DiscreteGpu => 0,
PhysicalDeviceType::IntegratedGpu => 1,
PhysicalDeviceType::VirtualGpu => 2,
PhysicalDeviceType::Cpu => 3,
PhysicalDeviceType::Other => 4,
}
})
.unwrap();
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// Some little debug infos.
println!(
"Using device: {} (type: {:?})",
physical_device.properties().device_name,
physical_device.properties().device_type,
);
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// Now initializing the device. This is probably the most important object of Vulkan.
//
// We have to pass four parameters when creating a device:
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//
// - Which physical device to connect to.
//
// - A list of optional features and extensions that our program needs to work correctly.
// Some parts of the Vulkan specs are optional and must be enabled manually at device
// creation. In this example the only thing we are going to need is the `khr_swapchain`
// extension that allows us to draw to a window.
//
// - The list of queues that we are going to use. The exact parameter is an iterator whose
// items are `(Queue, f32)` where the floating-point represents the priority of the queue
// between 0.0 and 1.0. The priority of the queue is a hint to the implementation about how
// much it should prioritize queues between one another.
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//
// The iterator of created queues is returned by the function alongside the device.
let (device, mut queues) = Device::new(
physical_device,
&Features::none(),
// Some devices require certain extensions to be enabled if they are present
// (e.g. `khr_portability_subset`). We add them to the device extensions that we're going to
// enable.
&physical_device
.required_extensions()
.union(&device_extensions),
[(queue_family, 0.5)].iter().cloned(),
)
.unwrap();
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// Since we can request multiple queues, the `queues` variable is in fact an iterator. We
// only use one queue in this example, so we just retrieve the first and only element of the
// iterator.
let queue = queues.next().unwrap();
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// Before we can draw on the surface, we have to create what is called a swapchain. Creating
// a swapchain allocates the color buffers that will contain the image that will ultimately
// be visible on the screen. These images are returned alongside the swapchain.
let (mut swapchain, images) = {
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// Querying the capabilities of the surface. When we create the swapchain we can only
// pass values that are allowed by the capabilities.
let caps = surface.capabilities(physical_device).unwrap();
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// The alpha mode indicates how the alpha value of the final image will behave. For example,
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// you can choose whether the window will be opaque or transparent.
let composite_alpha = caps.supported_composite_alpha.iter().next().unwrap();
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// Choosing the internal format that the images will have.
let format = caps.supported_formats[0].0;
// The dimensions of the window, only used to initially setup the swapchain.
// NOTE:
// On some drivers the swapchain dimensions are specified by `caps.current_extent` and the
// swapchain size must use these dimensions.
// These dimensions are always the same as the window dimensions.
//
// However, other drivers don't specify a value, i.e. `caps.current_extent` is `None`
// These drivers will allow anything, but the only sensible value is the window dimensions.
//
// Both of these cases need the swapchain to use the window dimensions, so we just use that.
let dimensions: [u32; 2] = surface.window().inner_size().into();
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// Please take a look at the docs for the meaning of the parameters we didn't mention.
Swapchain::start(device.clone(), surface.clone())
.num_images(caps.min_image_count)
.format(format)
.dimensions(dimensions)
.usage(ImageUsage::color_attachment())
.sharing_mode(&queue)
.composite_alpha(composite_alpha)
.build()
.unwrap()
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};
// We now create a buffer that will store the shape of our triangle.
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// We use #[repr(C)] here to force rustc to not do anything funky with our data, although for this
// particular example, it doesn't actually change the in-memory representation.
#[repr(C)]
#[derive(Default, Debug, Clone)]
struct Vertex {
position: [f32; 2],
}
vulkano::impl_vertex!(Vertex, position);
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let vertex_buffer = CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage::all(),
false,
[
Vertex {
position: [-0.5, -0.25],
},
Vertex {
position: [0.0, 0.5],
},
Vertex {
position: [0.25, -0.1],
},
]
.iter()
.cloned(),
)
.unwrap();
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// The next step is to create the shaders.
//
// The raw shader creation API provided by the vulkano library is unsafe, for various reasons.
//
// An overview of what the `vulkano_shaders::shader!` macro generates can be found in the
// `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/
//
// TODO: explain this in details
mod vs {
vulkano_shaders::shader! {
ty: "vertex",
src: "
#version 450
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
"
}
}
mod fs {
vulkano_shaders::shader! {
ty: "fragment",
src: "
#version 450
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}
"
}
}
let vs = vs::load(device.clone()).unwrap();
let fs = fs::load(device.clone()).unwrap();
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// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
// implicitly does a lot of computation whenever you draw. In Vulkan, you have to do all this
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// manually.
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// The next step is to create a *render pass*, which is an object that describes where the
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// output of the graphics pipeline will go. It describes the layout of the images
// where the colors, depth and/or stencil information will be written.
let render_pass = vulkano::single_pass_renderpass!(
device.clone(),
attachments: {
// `color` is a custom name we give to the first and only attachment.
color: {
// `load: Clear` means that we ask the GPU to clear the content of this
// attachment at the start of the drawing.
load: Clear,
// `store: Store` means that we ask the GPU to store the output of the draw
// in the actual image. We could also ask it to discard the result.
store: Store,
// `format: <ty>` indicates the type of the format of the image. This has to
// be one of the types of the `vulkano::format` module (or alternatively one
// of your structs that implements the `FormatDesc` trait). Here we use the
// same format as the swapchain.
format: swapchain.format(),
// TODO:
samples: 1,
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}
},
pass: {
// We use the attachment named `color` as the one and only color attachment.
color: [color],
// No depth-stencil attachment is indicated with empty brackets.
depth_stencil: {}
}
)
.unwrap();
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// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
// program, but much more specific.
let pipeline = GraphicsPipeline::start()
// We need to indicate the layout of the vertices.
// The type `SingleBufferDefinition` actually contains a template parameter corresponding
// to the type of each vertex. But in this code it is automatically inferred.
.vertex_input_single_buffer::<Vertex>()
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
// which one. The `main` word of `main_entry_point` actually corresponds to the name of
// the entry point.
.vertex_shader(vs.entry_point("main").unwrap(), ())
// The content of the vertex buffer describes a list of triangles.
.input_assembly_state(InputAssemblyState::new())
// Use a resizable viewport set to draw over the entire window
.viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant())
// See `vertex_shader`.
.fragment_shader(fs.entry_point("main").unwrap(), ())
// We have to indicate which subpass of which render pass this pipeline is going to be used
// in. The pipeline will only be usable from this particular subpass.
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
.build(device.clone())
.unwrap();
// Dynamic viewports allow us to recreate just the viewport when the window is resized
// Otherwise we would have to recreate the whole pipeline.
let mut viewport = Viewport {
origin: [0.0, 0.0],
dimensions: [0.0, 0.0],
depth_range: 0.0..1.0,
};
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// The render pass we created above only describes the layout of our framebuffers. Before we
// can draw we also need to create the actual framebuffers.
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//
// Since we need to draw to multiple images, we are going to create a different framebuffer for
// each image.
let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut viewport);
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// Initialization is finally finished!
// In some situations, the swapchain will become invalid by itself. This includes for example
// when the window is resized (as the images of the swapchain will no longer match the
// window's) or, on Android, when the application went to the background and goes back to the
// foreground.
//
// In this situation, acquiring a swapchain image or presenting it will return an error.
// Rendering to an image of that swapchain will not produce any error, but may or may not work.
// To continue rendering, we need to recreate the swapchain by creating a new swapchain.
// Here, we remember that we need to do this for the next loop iteration.
let mut recreate_swapchain = false;
// In the loop below we are going to submit commands to the GPU. Submitting a command produces
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// an object that implements the `GpuFuture` trait, which holds the resources for as long as
// they are in use by the GPU.
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//
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// Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to avoid
// that, we store the submission of the previous frame here.
let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
*control_flow = ControlFlow::Exit;
}
Event::WindowEvent {
event: WindowEvent::Resized(_),
..
} => {
recreate_swapchain = true;
}
Event::RedrawEventsCleared => {
// It is important to call this function from time to time, otherwise resources will keep
// accumulating and you will eventually reach an out of memory error.
// Calling this function polls various fences in order to determine what the GPU has
// already processed, and frees the resources that are no longer needed.
previous_frame_end.as_mut().unwrap().cleanup_finished();
// Whenever the window resizes we need to recreate everything dependent on the window size.
// In this example that includes the swapchain, the framebuffers and the dynamic state viewport.
if recreate_swapchain {
// Get the new dimensions of the window.
let dimensions: [u32; 2] = surface.window().inner_size().into();
let (new_swapchain, new_images) =
match swapchain.recreate().dimensions(dimensions).build() {
Ok(r) => r,
// This error tends to happen when the user is manually resizing the window.
// Simply restarting the loop is the easiest way to fix this issue.
Err(SwapchainCreationError::UnsupportedDimensions) => return,
Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
};
swapchain = new_swapchain;
// Because framebuffers contains an Arc on the old swapchain, we need to
// recreate framebuffers as well.
framebuffers = window_size_dependent_setup(
&new_images,
render_pass.clone(),
&mut viewport,
);
recreate_swapchain = false;
}
// Before we can draw on the output, we have to *acquire* an image from the swapchain. If
// no image is available (which happens if you submit draw commands too quickly), then the
// function will block.
// This operation returns the index of the image that we are allowed to draw upon.
//
// This function can block if no image is available. The parameter is an optional timeout
// after which the function call will return an error.
let (image_num, suboptimal, acquire_future) =
match swapchain::acquire_next_image(swapchain.clone(), None) {
Ok(r) => r,
Err(AcquireError::OutOfDate) => {
recreate_swapchain = true;
return;
}
Err(e) => panic!("Failed to acquire next image: {:?}", e),
};
// acquire_next_image can be successful, but suboptimal. This means that the swapchain image
// will still work, but it may not display correctly. With some drivers this can be when
// the window resizes, but it may not cause the swapchain to become out of date.
if suboptimal {
recreate_swapchain = true;
}
// Specify the color to clear the framebuffer with i.e. blue
let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into()];
// In order to draw, we have to build a *command buffer*. The command buffer object holds
// the list of commands that are going to be executed.
//
// Building a command buffer is an expensive operation (usually a few hundred
// microseconds), but it is known to be a hot path in the driver and is expected to be
// optimized.
//
// Note that we have to pass a queue family when we create the command buffer. The command
// buffer will only be executable on that given queue family.
let mut builder = AutoCommandBufferBuilder::primary(
device.clone(),
queue.family(),
CommandBufferUsage::OneTimeSubmit,
)
.unwrap();
builder
// Before we can draw, we have to *enter a render pass*. There are two methods to do
// this: `draw_inline` and `draw_secondary`. The latter is a bit more advanced and is
// not covered here.
//
// The third parameter builds the list of values to clear the attachments with. The API
// is similar to the list of attachments when building the framebuffers, except that
// only the attachments that use `load: Clear` appear in the list.
.begin_render_pass(
framebuffers[image_num].clone(),
SubpassContents::Inline,
clear_values,
)
.unwrap()
// We are now inside the first subpass of the render pass. We add a draw command.
//
// The last two parameters contain the list of resources to pass to the shaders.
// Since we used an `EmptyPipeline` object, the objects have to be `()`.
.set_viewport(0, [viewport.clone()])
.bind_pipeline_graphics(pipeline.clone())
.bind_vertex_buffers(0, vertex_buffer.clone())
.draw(vertex_buffer.len() as u32, 1, 0, 0)
.unwrap()
// We leave the render pass by calling `draw_end`. Note that if we had multiple
// subpasses we could have called `next_inline` (or `next_secondary`) to jump to the
// next subpass.
.end_render_pass()
.unwrap();
// Finish building the command buffer by calling `build`.
let command_buffer = builder.build().unwrap();
let future = previous_frame_end
.take()
.unwrap()
.join(acquire_future)
.then_execute(queue.clone(), command_buffer)
.unwrap()
// The color output is now expected to contain our triangle. But in order to show it on
// the screen, we have to *present* the image by calling `present`.
//
// This function does not actually present the image immediately. Instead it submits a
// present command at the end of the queue. This means that it will only be presented once
// the GPU has finished executing the command buffer that draws the triangle.
.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
.then_signal_fence_and_flush();
match future {
Ok(future) => {
previous_frame_end = Some(future.boxed());
}
Err(FlushError::OutOfDate) => {
recreate_swapchain = true;
previous_frame_end = Some(sync::now(device.clone()).boxed());
}
Err(e) => {
println!("Failed to flush future: {:?}", e);
previous_frame_end = Some(sync::now(device.clone()).boxed());
}
}
}
_ => (),
}
});
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}
/// This method is called once during initialization, then again whenever the window is resized
fn window_size_dependent_setup(
images: &[Arc<SwapchainImage<Window>>],
render_pass: Arc<RenderPass>,
viewport: &mut Viewport,
) -> Vec<Arc<Framebuffer>> {
let dimensions = images[0].dimensions().width_height();
viewport.dimensions = [dimensions[0] as f32, dimensions[1] as f32];
images
.iter()
.map(|image| {
let view = ImageView::new(image.clone()).unwrap();
Framebuffer::start(render_pass.clone())
.add(view)
.unwrap()
.build()
.unwrap()
})
.collect::<Vec<_>>()
}