2022-05-29 16:53:36 +00:00
|
|
|
// 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.
|
|
|
|
//
|
2023-03-05 18:56:35 +00:00
|
|
|
// 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.
|
2022-05-29 16:53:36 +00:00
|
|
|
//
|
2023-01-08 02:37:21 +00:00
|
|
|
// This version of the triangle example is written using dynamic rendering instead of render pass
|
|
|
|
// and framebuffer objects. If your device does not support Vulkan 1.3 or the
|
|
|
|
// `khr_dynamic_rendering` extension, or if you want to see how to support older versions, see the
|
|
|
|
// original triangle example.
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2023-10-31 17:47:17 +00:00
|
|
|
use std::{error::Error, sync::Arc};
|
2022-05-29 16:53:36 +00:00
|
|
|
use vulkano::{
|
2024-10-10 10:16:14 +00:00
|
|
|
buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer},
|
2022-05-29 16:53:36 +00:00
|
|
|
command_buffer::{
|
2024-10-19 12:13:15 +00:00
|
|
|
allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage,
|
2024-10-18 18:00:21 +00:00
|
|
|
RenderingAttachmentInfo, RenderingInfo,
|
2022-05-29 16:53:36 +00:00
|
|
|
},
|
|
|
|
device::{
|
2024-03-04 16:24:29 +00:00
|
|
|
physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, DeviceFeatures,
|
2024-10-10 10:16:14 +00:00
|
|
|
Queue, QueueCreateInfo, QueueFlags,
|
2022-05-29 16:53:36 +00:00
|
|
|
},
|
2023-07-03 20:37:29 +00:00
|
|
|
image::{view::ImageView, Image, ImageUsage},
|
2023-06-17 20:18:48 +00:00
|
|
|
instance::{Instance, InstanceCreateFlags, InstanceCreateInfo},
|
2023-07-19 09:11:17 +00:00
|
|
|
memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
|
2022-05-29 16:53:36 +00:00
|
|
|
pipeline::{
|
|
|
|
graphics::{
|
2023-10-07 14:46:03 +00:00
|
|
|
color_blend::{ColorBlendAttachmentState, ColorBlendState},
|
2022-05-29 16:53:36 +00:00
|
|
|
input_assembly::InputAssemblyState,
|
2023-04-18 18:53:08 +00:00
|
|
|
multisample::MultisampleState,
|
|
|
|
rasterization::RasterizationState,
|
2023-04-22 18:46:22 +00:00
|
|
|
subpass::PipelineRenderingCreateInfo,
|
2023-04-19 15:45:27 +00:00
|
|
|
vertex_input::{Vertex, VertexDefinition},
|
2022-05-29 16:53:36 +00:00
|
|
|
viewport::{Viewport, ViewportState},
|
2023-04-22 18:46:22 +00:00
|
|
|
GraphicsPipelineCreateInfo,
|
2022-05-29 16:53:36 +00:00
|
|
|
},
|
2023-04-22 18:46:22 +00:00
|
|
|
layout::PipelineDescriptorSetLayoutCreateInfo,
|
2023-10-07 14:46:03 +00:00
|
|
|
DynamicState, GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo,
|
2022-05-29 16:53:36 +00:00
|
|
|
},
|
2023-06-17 19:01:50 +00:00
|
|
|
render_pass::{AttachmentLoadOp, AttachmentStoreOp},
|
2022-05-29 16:53:36 +00:00
|
|
|
swapchain::{
|
2023-08-04 20:02:45 +00:00
|
|
|
acquire_next_image, Surface, Swapchain, SwapchainCreateInfo, SwapchainPresentInfo,
|
2022-05-29 16:53:36 +00:00
|
|
|
},
|
2023-08-04 20:02:45 +00:00
|
|
|
sync::{self, GpuFuture},
|
|
|
|
Validated, Version, VulkanError, VulkanLibrary,
|
2022-05-29 16:53:36 +00:00
|
|
|
};
|
|
|
|
use winit::{
|
2024-10-10 10:16:14 +00:00
|
|
|
application::ApplicationHandler,
|
|
|
|
event::WindowEvent,
|
|
|
|
event_loop::{ActiveEventLoop, EventLoop},
|
|
|
|
window::{Window, WindowId},
|
2022-05-29 16:53:36 +00:00
|
|
|
};
|
|
|
|
|
2023-10-31 17:47:17 +00:00
|
|
|
fn main() -> Result<(), impl Error> {
|
|
|
|
let event_loop = EventLoop::new().unwrap();
|
2024-10-10 10:16:14 +00:00
|
|
|
let mut app = App::new(&event_loop);
|
2023-05-12 07:52:20 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
event_loop.run_app(&mut app)
|
|
|
|
}
|
2023-01-08 02:37:21 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
struct App {
|
|
|
|
instance: Arc<Instance>,
|
|
|
|
device: Arc<Device>,
|
|
|
|
queue: Arc<Queue>,
|
|
|
|
command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
|
|
|
|
vertex_buffer: Subbuffer<[MyVertex]>,
|
|
|
|
rcx: Option<RenderContext>,
|
|
|
|
}
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
struct RenderContext {
|
|
|
|
window: Arc<Window>,
|
|
|
|
swapchain: Arc<Swapchain>,
|
|
|
|
attachment_image_views: Vec<Arc<ImageView>>,
|
|
|
|
pipeline: Arc<GraphicsPipeline>,
|
|
|
|
viewport: Viewport,
|
|
|
|
recreate_swapchain: bool,
|
|
|
|
previous_frame_end: Option<Box<dyn GpuFuture>>,
|
|
|
|
}
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
impl App {
|
|
|
|
fn new(event_loop: &EventLoop<()>) -> Self {
|
|
|
|
let library = VulkanLibrary::new().unwrap();
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// 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 `Surface` for the list of extensions required to draw
|
|
|
|
// to a window.
|
|
|
|
let required_extensions = Surface::required_extensions(event_loop).unwrap();
|
|
|
|
|
|
|
|
// Now creating the instance.
|
|
|
|
let instance = Instance::new(
|
|
|
|
library,
|
|
|
|
InstanceCreateInfo {
|
|
|
|
// Enable enumerating devices that use non-conformant Vulkan implementations.
|
|
|
|
// (e.g. MoltenVK)
|
|
|
|
flags: InstanceCreateFlags::ENUMERATE_PORTABILITY,
|
|
|
|
enabled_extensions: required_extensions,
|
|
|
|
..Default::default()
|
|
|
|
},
|
|
|
|
)
|
|
|
|
.unwrap();
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// 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 mut device_extensions = DeviceExtensions {
|
|
|
|
khr_swapchain: true,
|
|
|
|
..DeviceExtensions::empty()
|
|
|
|
};
|
2023-03-05 18:56:35 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// 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_index) = instance
|
|
|
|
.enumerate_physical_devices()
|
|
|
|
.unwrap()
|
|
|
|
.filter(|p| {
|
|
|
|
// For this example, we require at least Vulkan 1.3, or a device that has the
|
|
|
|
// `khr_dynamic_rendering` extension available.
|
|
|
|
p.api_version() >= Version::V1_3 || p.supported_extensions().khr_dynamic_rendering
|
|
|
|
})
|
|
|
|
.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().contains(&device_extensions)
|
|
|
|
})
|
|
|
|
.filter_map(|p| {
|
|
|
|
// For each physical device, we try to find a suitable queue family that will
|
|
|
|
// execute our draw commands.
|
2022-05-29 16:53:36 +00:00
|
|
|
//
|
2024-10-10 10:16:14 +00:00
|
|
|
// 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.
|
2022-05-29 16:53:36 +00:00
|
|
|
//
|
2024-10-10 10:16:14 +00:00
|
|
|
// Here, we look for a single queue family that is suitable for our purposes. In a
|
|
|
|
// real-world 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_family_properties()
|
|
|
|
.iter()
|
|
|
|
.enumerate()
|
|
|
|
.position(|(i, 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.queue_flags.intersects(QueueFlags::GRAPHICS)
|
|
|
|
&& p.presentation_support(i as u32, event_loop).unwrap()
|
|
|
|
})
|
|
|
|
// 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(|i| (p, i as u32))
|
|
|
|
})
|
|
|
|
// 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-world setting, you may want to use the best-scoring device only as a
|
|
|
|
// "default" or "recommended" device, and let the user choose the device themself.
|
|
|
|
.min_by_key(|(p, _)| {
|
|
|
|
// We assign a lower 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,
|
|
|
|
_ => 5,
|
|
|
|
}
|
|
|
|
})
|
|
|
|
.expect("no suitable physical device found");
|
|
|
|
|
|
|
|
// Some little debug infos.
|
|
|
|
println!(
|
|
|
|
"Using device: {} (type: {:?})",
|
|
|
|
physical_device.properties().device_name,
|
|
|
|
physical_device.properties().device_type,
|
|
|
|
);
|
|
|
|
|
|
|
|
// If the selected device doesn't have Vulkan 1.3 available, then we need to enable the
|
|
|
|
// `khr_dynamic_rendering` extension manually. This extension became a core part of Vulkan
|
|
|
|
// in version 1.3 and later, so it's always available then and it does not need to be
|
|
|
|
// enabled. We can be sure that this extension will be available on the selected physical
|
|
|
|
// device, because we filtered out unsuitable devices in the device selection code above.
|
|
|
|
if physical_device.api_version() < Version::V1_3 {
|
|
|
|
device_extensions.khr_dynamic_rendering = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now initializing the device. This is probably the most important object of Vulkan.
|
|
|
|
//
|
|
|
|
// An iterator of created queues is returned by the function alongside the device.
|
|
|
|
let (device, mut queues) = Device::new(
|
|
|
|
// Which physical device to connect to.
|
|
|
|
physical_device,
|
|
|
|
DeviceCreateInfo {
|
|
|
|
// The list of queues that we are going to use. Here we only use one queue, from
|
|
|
|
// the previously chosen queue family.
|
|
|
|
queue_create_infos: vec![QueueCreateInfo {
|
|
|
|
queue_family_index,
|
|
|
|
..Default::default()
|
|
|
|
}],
|
|
|
|
|
|
|
|
// 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 things we are going to
|
|
|
|
// need are the `khr_swapchain` extension that allows us to draw to a window, and
|
|
|
|
// `khr_dynamic_rendering` if we don't have Vulkan 1.3 available.
|
|
|
|
enabled_extensions: device_extensions,
|
|
|
|
|
|
|
|
// In order to render with Vulkan 1.3's dynamic rendering, we need to enable it
|
|
|
|
// here. Otherwise, we are only allowed to render with a render pass object, as in
|
|
|
|
// the standard triangle example. The feature is required to be supported by the
|
|
|
|
// device if it supports Vulkan 1.3 and higher, or if the `khr_dynamic_rendering`
|
|
|
|
// extension is available, so we don't need to check for support.
|
|
|
|
enabled_features: DeviceFeatures {
|
|
|
|
dynamic_rendering: true,
|
|
|
|
..DeviceFeatures::empty()
|
|
|
|
},
|
2022-05-29 16:53:36 +00:00
|
|
|
|
|
|
|
..Default::default()
|
|
|
|
},
|
|
|
|
)
|
2024-10-10 10:16:14 +00:00
|
|
|
.unwrap();
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// 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();
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// Before we can start creating and recording command buffers, we need a way of allocating
|
|
|
|
// them. Vulkano provides a command buffer allocator, which manages raw Vulkan command
|
|
|
|
// pools underneath and provides a safe interface for them.
|
|
|
|
let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new(
|
|
|
|
device.clone(),
|
|
|
|
Default::default(),
|
|
|
|
));
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// We now create a buffer that will store the shape of our triangle.
|
|
|
|
let vertices = [
|
|
|
|
MyVertex {
|
|
|
|
position: [-0.5, -0.25],
|
|
|
|
},
|
|
|
|
MyVertex {
|
|
|
|
position: [0.0, 0.5],
|
|
|
|
},
|
|
|
|
MyVertex {
|
|
|
|
position: [0.25, -0.1],
|
|
|
|
},
|
|
|
|
];
|
|
|
|
let vertex_buffer = Buffer::from_iter(
|
|
|
|
memory_allocator,
|
|
|
|
BufferCreateInfo {
|
|
|
|
usage: BufferUsage::VERTEX_BUFFER,
|
|
|
|
..Default::default()
|
|
|
|
},
|
|
|
|
AllocationCreateInfo {
|
|
|
|
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
|
|
|
|
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
|
|
|
|
..Default::default()
|
|
|
|
},
|
|
|
|
vertices,
|
|
|
|
)
|
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
App {
|
|
|
|
instance,
|
|
|
|
device,
|
|
|
|
queue,
|
|
|
|
command_buffer_allocator,
|
|
|
|
vertex_buffer,
|
|
|
|
rcx: None,
|
2022-05-29 16:53:36 +00:00
|
|
|
}
|
|
|
|
}
|
2024-10-10 10:16:14 +00:00
|
|
|
}
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
impl ApplicationHandler for App {
|
|
|
|
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
|
|
|
|
// The objective of this example is to draw a triangle on a window. To do so, we first need
|
|
|
|
// to create the window. We use the `WindowBuilder` from the `winit` crate to do that here.
|
2023-04-22 18:46:22 +00:00
|
|
|
//
|
2024-10-10 10:16:14 +00:00
|
|
|
// Before we can render to a window, we must first create a `vulkano::swapchain::Surface`
|
|
|
|
// object from it, which represents the drawable surface of a window. For that we must wrap
|
|
|
|
// the `winit::window::Window` in an `Arc`.
|
|
|
|
let window = Arc::new(
|
|
|
|
event_loop
|
|
|
|
.create_window(Window::default_attributes())
|
|
|
|
.unwrap(),
|
|
|
|
);
|
|
|
|
let surface = Surface::from_window(self.instance.clone(), window.clone()).unwrap();
|
|
|
|
let window_size = window.inner_size();
|
|
|
|
|
|
|
|
// 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 (swapchain, images) = {
|
|
|
|
// Querying the capabilities of the surface. When we create the swapchain we can only
|
|
|
|
// pass values that are allowed by the capabilities.
|
|
|
|
let surface_capabilities = self
|
|
|
|
.device
|
|
|
|
.physical_device()
|
|
|
|
.surface_capabilities(&surface, Default::default())
|
|
|
|
.unwrap();
|
2023-04-19 15:45:27 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// Choosing the internal format that the images will have.
|
|
|
|
let (image_format, _) = self
|
|
|
|
.device
|
|
|
|
.physical_device()
|
|
|
|
.surface_formats(&surface, Default::default())
|
|
|
|
.unwrap()[0];
|
|
|
|
|
|
|
|
// Please take a look at the docs for the meaning of the parameters we didn't mention.
|
|
|
|
Swapchain::new(
|
|
|
|
self.device.clone(),
|
|
|
|
surface,
|
|
|
|
SwapchainCreateInfo {
|
|
|
|
// Some drivers report an `min_image_count` of 1, but fullscreen mode requires
|
|
|
|
// at least 2. Therefore we must ensure the count is at least 2, otherwise the
|
|
|
|
// program would crash when entering fullscreen mode on those drivers.
|
|
|
|
min_image_count: surface_capabilities.min_image_count.max(2),
|
|
|
|
|
|
|
|
image_format,
|
|
|
|
|
|
|
|
// The size of the window, only used to initially setup the swapchain.
|
|
|
|
//
|
|
|
|
// NOTE:
|
|
|
|
// On some drivers the swapchain extent is specified by
|
|
|
|
// `surface_capabilities.current_extent` and the swapchain size must use this
|
|
|
|
// extent. This extent is always the same as the window size.
|
|
|
|
//
|
|
|
|
// However, other drivers don't specify a value, i.e.
|
|
|
|
// `surface_capabilities.current_extent` is `None`. These drivers will allow
|
|
|
|
// anything, but the only sensible value is the window size.
|
|
|
|
//
|
|
|
|
// Both of these cases need the swapchain to use the window size, so we just
|
|
|
|
// use that.
|
|
|
|
image_extent: window_size.into(),
|
|
|
|
|
|
|
|
image_usage: ImageUsage::COLOR_ATTACHMENT,
|
|
|
|
|
|
|
|
// The alpha mode indicates how the alpha value of the final image will behave.
|
|
|
|
// For example, you can choose whether the window will be opaque or
|
|
|
|
// transparent.
|
|
|
|
composite_alpha: surface_capabilities
|
|
|
|
.supported_composite_alpha
|
|
|
|
.into_iter()
|
|
|
|
.next()
|
|
|
|
.unwrap(),
|
|
|
|
|
|
|
|
..Default::default()
|
|
|
|
},
|
|
|
|
)
|
|
|
|
.unwrap()
|
|
|
|
};
|
2023-04-18 18:53:08 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// When creating the swapchain, we only created plain images. To use them as an attachment
|
|
|
|
// for rendering, we must wrap then in an image view.
|
|
|
|
//
|
|
|
|
// Since we need to draw to multiple images, we are going to create a different image view
|
|
|
|
// for each image.
|
|
|
|
let attachment_image_views = window_size_dependent_setup(&images);
|
2023-04-22 18:46:22 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// The next step is to create the shaders.
|
2023-04-22 18:46:22 +00:00
|
|
|
//
|
2024-10-10 10:16:14 +00:00
|
|
|
// The raw shader creation API provided by the vulkano library is unsafe for various
|
|
|
|
// reasons, so The `shader!` macro provides a way to generate a Rust module from GLSL
|
|
|
|
// source - in the example below, the source is provided as a string input directly to the
|
|
|
|
// shader, but a path to a source file can be provided as well. Note that the user must
|
|
|
|
// specify the type of shader (e.g. "vertex", "fragment", etc.) using the `ty` option of
|
|
|
|
// the macro.
|
|
|
|
//
|
|
|
|
// The items generated by the `shader!` macro include a `load` function which loads the
|
|
|
|
// shader using an input logical device. The module also includes type definitions for
|
|
|
|
// layout structures defined in the shader source, for example uniforms and push constants.
|
|
|
|
//
|
|
|
|
// A more detailed overview of what the `shader!` macro generates can be found in the
|
|
|
|
// vulkano-shaders crate docs. You can view them at https://docs.rs/vulkano-shaders/
|
|
|
|
mod vs {
|
|
|
|
vulkano_shaders::shader! {
|
|
|
|
ty: "vertex",
|
|
|
|
src: r"
|
|
|
|
#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: r"
|
|
|
|
#version 450
|
|
|
|
|
|
|
|
layout(location = 0) out vec4 f_color;
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
f_color = vec4(1.0, 0.0, 0.0, 1.0);
|
|
|
|
}
|
|
|
|
",
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Before we draw, we have to create what is called a **pipeline**. A pipeline describes
|
|
|
|
// how a GPU operation is to be performed. It is similar to an OpenGL program, but it also
|
|
|
|
// contains many settings for customization, all baked into a single object. For drawing,
|
|
|
|
// we create a **graphics** pipeline, but there are also other types of pipeline.
|
|
|
|
let pipeline = {
|
|
|
|
// First, we load the shaders that the pipeline will use: the vertex shader and the
|
|
|
|
// fragment shader.
|
|
|
|
//
|
|
|
|
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
|
|
|
|
// which one.
|
|
|
|
let vs = vs::load(self.device.clone())
|
|
|
|
.unwrap()
|
|
|
|
.entry_point("main")
|
|
|
|
.unwrap();
|
|
|
|
let fs = fs::load(self.device.clone())
|
|
|
|
.unwrap()
|
|
|
|
.entry_point("main")
|
|
|
|
.unwrap();
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// Automatically generate a vertex input state from the vertex shader's input
|
|
|
|
// interface, that takes a single vertex buffer containing `Vertex` structs.
|
|
|
|
let vertex_input_state = MyVertex::per_vertex().definition(&vs).unwrap();
|
|
|
|
|
|
|
|
// Make a list of the shader stages that the pipeline will have.
|
|
|
|
let stages = [
|
|
|
|
PipelineShaderStageCreateInfo::new(vs),
|
|
|
|
PipelineShaderStageCreateInfo::new(fs),
|
|
|
|
];
|
|
|
|
|
|
|
|
// We must now create a **pipeline layout** object, which describes the locations and
|
|
|
|
// types of descriptor sets and push constants used by the shaders in the pipeline.
|
|
|
|
//
|
|
|
|
// Multiple pipelines can share a common layout object, which is more efficient. The
|
|
|
|
// shaders in a pipeline must use a subset of the resources described in its pipeline
|
|
|
|
// layout, but the pipeline layout is allowed to contain resources that are not present
|
|
|
|
// in the shaders; they can be used by shaders in other pipelines that share the same
|
|
|
|
// layout. Thus, it is a good idea to design shaders so that many pipelines have common
|
|
|
|
// resource locations, which allows them to share pipeline layouts.
|
|
|
|
let layout = PipelineLayout::new(
|
|
|
|
self.device.clone(),
|
|
|
|
// Since we only have one pipeline in this example, and thus one pipeline layout,
|
|
|
|
// we automatically generate the creation info for it from the resources used in
|
|
|
|
// the shaders. In a real application, you would specify this information manually
|
|
|
|
// so that you can re-use one layout in multiple pipelines.
|
|
|
|
PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
|
|
|
|
.into_pipeline_layout_create_info(self.device.clone())
|
|
|
|
.unwrap(),
|
|
|
|
)
|
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
// We describe the formats of attachment images where the colors, depth and/or stencil
|
|
|
|
// information will be written. The pipeline will only be usable with this particular
|
|
|
|
// configuration of the attachment images.
|
|
|
|
let subpass = PipelineRenderingCreateInfo {
|
|
|
|
// We specify a single color attachment that will be rendered to. When we begin
|
|
|
|
// rendering, we will specify a swapchain image to be used as this attachment, so
|
|
|
|
// here we set its format to be the same format as the swapchain.
|
|
|
|
color_attachment_formats: vec![Some(swapchain.image_format())],
|
|
|
|
..Default::default()
|
|
|
|
};
|
|
|
|
|
|
|
|
// Finally, create the pipeline.
|
|
|
|
GraphicsPipeline::new(
|
|
|
|
self.device.clone(),
|
|
|
|
None,
|
|
|
|
GraphicsPipelineCreateInfo {
|
|
|
|
stages: stages.into_iter().collect(),
|
|
|
|
// How vertex data is read from the vertex buffers into the vertex shader.
|
|
|
|
vertex_input_state: Some(vertex_input_state),
|
|
|
|
// How vertices are arranged into primitive shapes. The default primitive shape
|
|
|
|
// is a triangle.
|
|
|
|
input_assembly_state: Some(InputAssemblyState::default()),
|
|
|
|
// How primitives are transformed and clipped to fit the framebuffer. We use a
|
|
|
|
// resizable viewport, set to draw over the entire window.
|
|
|
|
viewport_state: Some(ViewportState::default()),
|
|
|
|
// How polygons are culled and converted into a raster of pixels. The default
|
|
|
|
// value does not perform any culling.
|
|
|
|
rasterization_state: Some(RasterizationState::default()),
|
|
|
|
// How multiple fragment shader samples are converted to a single pixel value.
|
|
|
|
// The default value does not perform any multisampling.
|
|
|
|
multisample_state: Some(MultisampleState::default()),
|
|
|
|
// How pixel values are combined with the values already present in the
|
|
|
|
// framebuffer. The default value overwrites the old value with the new one,
|
|
|
|
// without any blending.
|
|
|
|
color_blend_state: Some(ColorBlendState::with_attachment_states(
|
|
|
|
subpass.color_attachment_formats.len() as u32,
|
|
|
|
ColorBlendAttachmentState::default(),
|
|
|
|
)),
|
|
|
|
// Dynamic states allows us to specify parts of the pipeline settings when
|
|
|
|
// recording the command buffer, before we perform drawing. Here, we specify
|
|
|
|
// that the viewport should be dynamic.
|
|
|
|
dynamic_state: [DynamicState::Viewport].into_iter().collect(),
|
|
|
|
subpass: Some(subpass.into()),
|
|
|
|
..GraphicsPipelineCreateInfo::layout(layout)
|
|
|
|
},
|
|
|
|
)
|
|
|
|
.unwrap()
|
2023-04-22 18:46:22 +00:00
|
|
|
};
|
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// Dynamic viewports allow us to recreate just the viewport when the window is resized.
|
|
|
|
// Otherwise we would have to recreate the whole pipeline.
|
|
|
|
let viewport = Viewport {
|
|
|
|
offset: [0.0, 0.0],
|
|
|
|
extent: window_size.into(),
|
|
|
|
depth_range: 0.0..=1.0,
|
|
|
|
};
|
|
|
|
|
|
|
|
// 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 recreate_swapchain = false;
|
|
|
|
|
|
|
|
// In the loop below we are going to submit commands to the GPU. Submitting a command
|
|
|
|
// produces an object that implements the `GpuFuture` trait, which holds the resources for
|
|
|
|
// as long as they are in use by the GPU.
|
|
|
|
//
|
|
|
|
// 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 previous_frame_end = Some(sync::now(self.device.clone()).boxed());
|
|
|
|
|
|
|
|
self.rcx = Some(RenderContext {
|
|
|
|
window,
|
|
|
|
swapchain,
|
|
|
|
attachment_image_views,
|
|
|
|
pipeline,
|
|
|
|
viewport,
|
|
|
|
recreate_swapchain,
|
|
|
|
previous_frame_end,
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
fn window_event(
|
|
|
|
&mut self,
|
|
|
|
event_loop: &ActiveEventLoop,
|
|
|
|
_window_id: WindowId,
|
|
|
|
event: WindowEvent,
|
|
|
|
) {
|
|
|
|
let rcx = self.rcx.as_mut().unwrap();
|
2023-10-31 17:47:17 +00:00
|
|
|
|
2022-05-29 16:53:36 +00:00
|
|
|
match event {
|
2024-10-10 10:16:14 +00:00
|
|
|
WindowEvent::CloseRequested => {
|
|
|
|
event_loop.exit();
|
2022-05-29 16:53:36 +00:00
|
|
|
}
|
2024-10-10 10:16:14 +00:00
|
|
|
WindowEvent::Resized(_) => {
|
|
|
|
rcx.recreate_swapchain = true;
|
2022-05-29 16:53:36 +00:00
|
|
|
}
|
2024-10-10 10:16:14 +00:00
|
|
|
WindowEvent::RedrawRequested => {
|
|
|
|
let window_size = rcx.window.inner_size();
|
|
|
|
|
|
|
|
// Do not draw the frame when the screen size is zero. On Windows, this can occur
|
|
|
|
// when minimizing the application.
|
|
|
|
if window_size.width == 0 || window_size.height == 0 {
|
2023-05-12 07:52:20 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2023-03-05 18:56:35 +00:00
|
|
|
// 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.
|
2024-10-10 10:16:14 +00:00
|
|
|
rcx.previous_frame_end.as_mut().unwrap().cleanup_finished();
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2023-03-05 18:56:35 +00:00
|
|
|
// 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.
|
2024-10-10 10:16:14 +00:00
|
|
|
if rcx.recreate_swapchain {
|
|
|
|
let (new_swapchain, new_images) = rcx
|
|
|
|
.swapchain
|
2023-06-26 09:17:53 +00:00
|
|
|
.recreate(SwapchainCreateInfo {
|
2024-10-10 10:16:14 +00:00
|
|
|
image_extent: window_size.into(),
|
|
|
|
..rcx.swapchain.create_info()
|
2023-06-26 09:17:53 +00:00
|
|
|
})
|
|
|
|
.expect("failed to recreate swapchain");
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
rcx.swapchain = new_swapchain;
|
2023-03-05 18:56:35 +00:00
|
|
|
|
2022-05-29 16:53:36 +00:00
|
|
|
// Now that we have new swapchain images, we must create new image views from
|
|
|
|
// them as well.
|
2024-10-10 10:16:14 +00:00
|
|
|
rcx.attachment_image_views = window_size_dependent_setup(&new_images);
|
2023-03-05 18:56:35 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
rcx.viewport.extent = window_size.into();
|
|
|
|
|
|
|
|
rcx.recreate_swapchain = false;
|
2022-05-29 16:53:36 +00:00
|
|
|
}
|
|
|
|
|
2023-03-05 18:56:35 +00:00
|
|
|
// 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.
|
2022-05-29 16:53:36 +00:00
|
|
|
//
|
2023-03-05 18:56:35 +00:00
|
|
|
// This function can block if no image is available. The parameter is an optional
|
|
|
|
// timeout after which the function call will return an error.
|
2024-10-10 10:16:14 +00:00
|
|
|
let (image_index, suboptimal, acquire_future) = match acquire_next_image(
|
|
|
|
rcx.swapchain.clone(),
|
|
|
|
None,
|
|
|
|
)
|
|
|
|
.map_err(Validated::unwrap)
|
|
|
|
{
|
|
|
|
Ok(r) => r,
|
|
|
|
Err(VulkanError::OutOfDate) => {
|
|
|
|
rcx.recreate_swapchain = true;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
Err(e) => panic!("failed to acquire next image: {e}"),
|
|
|
|
};
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2023-03-05 18:56:35 +00:00
|
|
|
// `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.
|
2022-05-29 16:53:36 +00:00
|
|
|
if suboptimal {
|
2024-10-10 10:16:14 +00:00
|
|
|
rcx.recreate_swapchain = true;
|
2022-05-29 16:53:36 +00:00
|
|
|
}
|
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// In order to draw, we have to record a *command buffer*. The command buffer
|
|
|
|
// object holds the list of commands that are going to be executed.
|
2022-05-29 16:53:36 +00:00
|
|
|
//
|
2023-12-25 03:01:16 +00:00
|
|
|
// Recording a command buffer is an expensive operation (usually a few hundred
|
2023-03-05 18:56:35 +00:00
|
|
|
// microseconds), but it is known to be a hot path in the driver and is expected to
|
|
|
|
// be optimized.
|
2022-05-29 16:53:36 +00:00
|
|
|
//
|
2023-03-05 18:56:35 +00:00
|
|
|
// 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.
|
2024-10-19 12:13:15 +00:00
|
|
|
let mut builder = AutoCommandBufferBuilder::primary(
|
2024-10-10 10:16:14 +00:00
|
|
|
self.command_buffer_allocator.clone(),
|
|
|
|
self.queue.queue_family_index(),
|
2024-10-18 18:00:21 +00:00
|
|
|
CommandBufferUsage::OneTimeSubmit,
|
2022-05-29 16:53:36 +00:00
|
|
|
)
|
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
builder
|
|
|
|
// Before we can draw, we have to *enter a render pass*. We specify which
|
|
|
|
// attachments we are going to use for rendering here, which needs to match
|
|
|
|
// what was previously specified when creating the pipeline.
|
|
|
|
.begin_rendering(RenderingInfo {
|
2023-03-05 18:56:35 +00:00
|
|
|
// As before, we specify one color attachment, but now we specify the image
|
|
|
|
// view to use as well as how it should be used.
|
2022-05-29 16:53:36 +00:00
|
|
|
color_attachments: vec![Some(RenderingAttachmentInfo {
|
|
|
|
// `Clear` means that we ask the GPU to clear the content of this
|
|
|
|
// attachment at the start of rendering.
|
2023-06-17 19:01:50 +00:00
|
|
|
load_op: AttachmentLoadOp::Clear,
|
2023-03-05 18:56:35 +00:00
|
|
|
// `Store` means that we ask the GPU to store the rendered output in
|
|
|
|
// the attachment image. We could also ask it to discard the result.
|
2023-06-17 19:01:50 +00:00
|
|
|
store_op: AttachmentStoreOp::Store,
|
2023-03-05 18:56:35 +00:00
|
|
|
// The value to clear the attachment with. Here we clear it with a blue
|
|
|
|
// color.
|
2022-05-29 16:53:36 +00:00
|
|
|
//
|
2023-06-17 19:01:50 +00:00
|
|
|
// Only attachments that have `AttachmentLoadOp::Clear` are provided
|
|
|
|
// with clear values, any others should use `None` as the clear value.
|
2022-05-29 16:53:36 +00:00
|
|
|
clear_value: Some([0.0, 0.0, 1.0, 1.0].into()),
|
|
|
|
..RenderingAttachmentInfo::image_view(
|
|
|
|
// We specify image view corresponding to the currently acquired
|
|
|
|
// swapchain image, to use for this attachment.
|
2024-10-10 10:16:14 +00:00
|
|
|
rcx.attachment_image_views[image_index as usize].clone(),
|
2022-05-29 16:53:36 +00:00
|
|
|
)
|
|
|
|
})],
|
|
|
|
..Default::default()
|
|
|
|
})
|
|
|
|
.unwrap()
|
2023-03-05 18:56:35 +00:00
|
|
|
// We are now inside the first subpass of the render pass.
|
2022-05-29 16:53:36 +00:00
|
|
|
//
|
2023-03-05 18:56:35 +00:00
|
|
|
// TODO: Document state setting and how it affects subsequent draw commands.
|
2024-10-10 10:16:14 +00:00
|
|
|
.set_viewport(0, [rcx.viewport.clone()].into_iter().collect())
|
2023-08-04 18:55:16 +00:00
|
|
|
.unwrap()
|
2024-10-10 10:16:14 +00:00
|
|
|
.bind_pipeline_graphics(rcx.pipeline.clone())
|
2023-08-04 18:55:16 +00:00
|
|
|
.unwrap()
|
2024-10-10 10:16:14 +00:00
|
|
|
.bind_vertex_buffers(0, self.vertex_buffer.clone())
|
2023-12-25 03:01:16 +00:00
|
|
|
.unwrap();
|
|
|
|
|
2024-10-23 10:07:00 +00:00
|
|
|
// We add a draw command.
|
|
|
|
unsafe { builder.draw(self.vertex_buffer.len() as u32, 1, 0, 0) }.unwrap();
|
2023-12-25 03:01:16 +00:00
|
|
|
|
|
|
|
builder
|
2022-05-29 16:53:36 +00:00
|
|
|
// We leave the render pass.
|
|
|
|
.end_rendering()
|
|
|
|
.unwrap();
|
|
|
|
|
2023-12-25 03:01:16 +00:00
|
|
|
// Finish recording the command buffer by calling `end`.
|
2024-10-19 12:13:15 +00:00
|
|
|
let command_buffer = builder.build().unwrap();
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
let future = rcx
|
|
|
|
.previous_frame_end
|
2022-05-29 16:53:36 +00:00
|
|
|
.take()
|
|
|
|
.unwrap()
|
|
|
|
.join(acquire_future)
|
2024-10-10 10:16:14 +00:00
|
|
|
.then_execute(self.queue.clone(), command_buffer)
|
2022-05-29 16:53:36 +00:00
|
|
|
.unwrap()
|
2023-03-05 18:56:35 +00:00
|
|
|
// 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
|
|
|
|
// `then_swapchain_present`.
|
2022-05-29 16:53:36 +00:00
|
|
|
//
|
2023-03-05 18:56:35 +00:00
|
|
|
// 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.
|
2022-09-17 07:38:32 +00:00
|
|
|
.then_swapchain_present(
|
2024-10-10 10:16:14 +00:00
|
|
|
self.queue.clone(),
|
|
|
|
SwapchainPresentInfo::swapchain_image_index(
|
|
|
|
rcx.swapchain.clone(),
|
|
|
|
image_index,
|
|
|
|
),
|
2022-09-17 07:38:32 +00:00
|
|
|
)
|
2022-05-29 16:53:36 +00:00
|
|
|
.then_signal_fence_and_flush();
|
|
|
|
|
2023-08-04 20:02:45 +00:00
|
|
|
match future.map_err(Validated::unwrap) {
|
2022-05-29 16:53:36 +00:00
|
|
|
Ok(future) => {
|
2024-10-10 10:16:14 +00:00
|
|
|
rcx.previous_frame_end = Some(future.boxed());
|
2022-05-29 16:53:36 +00:00
|
|
|
}
|
2023-08-04 20:02:45 +00:00
|
|
|
Err(VulkanError::OutOfDate) => {
|
2024-10-10 10:16:14 +00:00
|
|
|
rcx.recreate_swapchain = true;
|
|
|
|
rcx.previous_frame_end = Some(sync::now(self.device.clone()).boxed());
|
2022-05-29 16:53:36 +00:00
|
|
|
}
|
|
|
|
Err(e) => {
|
2023-03-05 18:56:35 +00:00
|
|
|
println!("failed to flush future: {e}");
|
2024-10-10 10:16:14 +00:00
|
|
|
rcx.previous_frame_end = Some(sync::now(self.device.clone()).boxed());
|
2022-05-29 16:53:36 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2024-10-10 10:16:14 +00:00
|
|
|
_ => {}
|
2022-05-29 16:53:36 +00:00
|
|
|
}
|
2024-10-10 10:16:14 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
|
|
|
|
let rcx = self.rcx.as_mut().unwrap();
|
|
|
|
rcx.window.request_redraw();
|
|
|
|
}
|
2022-05-29 16:53:36 +00:00
|
|
|
}
|
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
// We use `#[repr(C)]` here to force rustc to use a defined layout for our data, as the default
|
|
|
|
// representation has *no guarantees*.
|
|
|
|
#[derive(BufferContents, Vertex)]
|
|
|
|
#[repr(C)]
|
|
|
|
struct MyVertex {
|
|
|
|
#[format(R32G32_SFLOAT)]
|
|
|
|
position: [f32; 2],
|
|
|
|
}
|
2022-05-29 16:53:36 +00:00
|
|
|
|
2024-10-10 10:16:14 +00:00
|
|
|
/// This function is called once during initialization, then again whenever the window is resized.
|
|
|
|
fn window_size_dependent_setup(images: &[Arc<Image>]) -> Vec<Arc<ImageView>> {
|
2022-05-29 16:53:36 +00:00
|
|
|
images
|
|
|
|
.iter()
|
|
|
|
.map(|image| ImageView::new_default(image.clone()).unwrap())
|
|
|
|
.collect::<Vec<_>>()
|
|
|
|
}
|