2021-06-07 14:41:13 +00:00
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// Copyright (c) 2016 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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//! This example demonstrates using the `VK_KHR_multiview` extension to render to multiple
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//! layers of the framebuffer in one render pass. This can significantly improve performance
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//! in cases where multiple perspectives or cameras are very similar like in virtual reality
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//! or other types of stereoscopic rendering where the left and right eye only differ
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//! in a small position offset.
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use std::fs::File;
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use std::io::BufWriter;
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use std::path::Path;
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use std::sync::Arc;
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, SubpassContents};
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use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType};
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use vulkano::device::{Device, DeviceCreateInfo, DeviceExtensions, Features, QueueCreateInfo};
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use vulkano::format::Format;
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use vulkano::image::view::ImageView;
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use vulkano::image::{
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ImageAccess, ImageCreateFlags, ImageDimensions, ImageLayout, ImageUsage, SampleCount,
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StorageImage,
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};
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2022-02-14 09:32:27 +00:00
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use vulkano::instance::{Instance, InstanceCreateInfo, InstanceExtensions};
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2021-12-05 20:30:56 +00:00
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use vulkano::pipeline::graphics::input_assembly::InputAssemblyState;
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use vulkano::pipeline::graphics::vertex_input::BuffersDefinition;
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use vulkano::pipeline::graphics::viewport::{Viewport, ViewportState};
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::render_pass::{
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AttachmentDescription, AttachmentReference, Framebuffer, FramebufferCreateInfo, LoadOp,
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RenderPass, RenderPassCreateInfo, StoreOp, Subpass, SubpassDescription,
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};
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Lots of additional dynamic state, and some new pipeline state (#1724)
* Add extra dynamic state commands to the command buffer builders
* Add TessellationState
* Re-enable InputAssemblyState, add dynamic state, update Ash
* Rework depth_stencil module, add dynamic state
* Rename module raster > rasterization, add dynamic state
* Replace DynamicStateMode with bool, replace Option with StateMode enum for potentially dynamic states, rename Blend > ColorBlendState, add dynamic state
* Re-enable MultisampleState
* Re-enable ViewportState, add state to GraphicsPipeline with retrieval methods, add dynamic state
* Add builder methods for state types
* Color blend improvements
* Further checks on input assembly dynamic state
* Add color_write_enable
* Add topology class, check that it matches
* Add line_stipple
* Move some builder code to the individual state types
* Add discard rectangles
* Trim down GraphicsPipelineCreationError variants, order alphabetically
2021-10-12 12:42:32 +00:00
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use vulkano::sync::{self, GpuFuture};
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fn main() {
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let instance = Instance::new(InstanceCreateInfo {
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enabled_extensions: InstanceExtensions {
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khr_get_physical_device_properties2: true, // required to get multiview limits
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..InstanceExtensions::none()
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},
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..Default::default()
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})
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.unwrap();
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let device_extensions = DeviceExtensions {
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..DeviceExtensions::none()
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};
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let features = Features {
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// enabling the `multiview` feature will use the `VK_KHR_multiview` extension on
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// Vulkan 1.0 and the device feature on Vulkan 1.1+
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multiview: true,
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..Features::none()
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};
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let (physical_device, queue_family) = PhysicalDevice::enumerate(&instance)
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.filter(|&p| {
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p.supported_extensions().is_superset_of(&device_extensions)
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})
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.filter(|&p| {
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p.supported_features().is_superset_of(&features)
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})
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.filter(|&p| {
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// This example renders to two layers of the framebuffer using the multiview
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// extension so we check that at least two views are supported by the device.
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// Not checking this on a device that doesn't support two views
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// will lead to a runtime error when creating the `RenderPass`.
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// The `max_multiview_view_count` function will return `None` when the
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// `VK_KHR_get_physical_device_properties2` instance extension has not been enabled.
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p.properties().max_multiview_view_count.unwrap_or(0) >= 2
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})
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.filter_map(|p| {
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p.queue_families()
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.find(|&q| q.supports_graphics())
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.map(|q| (p, q))
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})
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.min_by_key(|(p, _)| match p.properties().device_type {
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PhysicalDeviceType::DiscreteGpu => 0,
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PhysicalDeviceType::IntegratedGpu => 1,
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PhysicalDeviceType::VirtualGpu => 2,
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PhysicalDeviceType::Cpu => 3,
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PhysicalDeviceType::Other => 4,
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})
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// A real application should probably fall back to rendering the framebuffer layers
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// in multiple passes when multiview isn't supported.
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.expect("No device supports two multiview views or the VK_KHR_get_physical_device_properties2 instance extension has not been loaded");
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println!(
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"Using device: {} (type: {:?})",
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physical_device.properties().device_name,
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physical_device.properties().device_type
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);
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let (device, mut queues) = Device::new(
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physical_device,
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DeviceCreateInfo {
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enabled_extensions: physical_device
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.required_extensions()
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.union(&device_extensions),
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enabled_features: features,
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queue_create_infos: vec![QueueCreateInfo::family(queue_family)],
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..Default::default()
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},
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)
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.unwrap();
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let queue = queues.next().unwrap();
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let image = StorageImage::with_usage(
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device.clone(),
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ImageDimensions::Dim2d {
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width: 512,
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height: 512,
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array_layers: 2,
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},
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Format::B8G8R8A8_SRGB,
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ImageUsage {
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transfer_source: true,
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color_attachment: true,
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..ImageUsage::none()
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},
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ImageCreateFlags::none(),
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Some(queue_family),
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)
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.unwrap();
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2022-02-27 06:18:14 +00:00
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let image_view = ImageView::new_default(image.clone()).unwrap();
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#[repr(C)]
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#[derive(Default, Debug, Clone)]
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struct Vertex {
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position: [f32; 2],
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}
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vulkano::impl_vertex!(Vertex, position);
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let vertex_buffer = CpuAccessibleBuffer::from_iter(
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device.clone(),
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BufferUsage::all(),
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false,
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[
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Vertex {
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position: [-0.5, -0.25],
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},
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Vertex {
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position: [0.0, 0.5],
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},
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Vertex {
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position: [0.25, -0.1],
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},
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]
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.iter()
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.cloned(),
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)
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.unwrap();
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// Note the `#extension GL_EXT_multiview : enable` that enables the multiview extension
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// for the shader and the use of `gl_ViewIndex` which contains a value based on which
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// view the shader is being invoked for.
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// In this example `gl_ViewIndex` is used toggle a hardcoded offset for vertex positions
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// but in a VR application you could easily use it as an index to a uniform array
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// that contains the transformation matrices for the left and right eye.
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mod vs {
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vulkano_shaders::shader! {
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ty: "vertex",
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src: "
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#version 450
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#extension GL_EXT_multiview : enable
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0) + gl_ViewIndex * vec4(0.25, 0.25, 0.0, 0.0);
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}
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"
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}
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}
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mod fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: "
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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"
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}
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}
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2021-11-13 15:06:16 +00:00
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let vs = vs::load(device.clone()).unwrap();
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let fs = fs::load(device.clone()).unwrap();
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let render_pass_description = RenderPassCreateInfo {
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attachments: vec![AttachmentDescription {
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format: Some(image.format()),
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samples: SampleCount::Sample1,
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load_op: LoadOp::Clear,
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store_op: StoreOp::Store,
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stencil_load_op: LoadOp::Clear,
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stencil_store_op: StoreOp::Store,
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initial_layout: ImageLayout::ColorAttachmentOptimal,
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final_layout: ImageLayout::ColorAttachmentOptimal,
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..Default::default()
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}],
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subpasses: vec![SubpassDescription {
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// the view mask indicates which layers of the framebuffer should be rendered for each
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// subpass
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view_mask: 0b11,
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color_attachments: vec![Some(AttachmentReference {
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attachment: 0,
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layout: ImageLayout::ColorAttachmentOptimal,
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..Default::default()
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})],
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..Default::default()
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}],
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// the correlated view masks indicate sets of views that may be more efficient to render
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// concurrently
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correlated_view_masks: vec![0b11],
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..Default::default()
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};
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let render_pass = RenderPass::new(device.clone(), render_pass_description).unwrap();
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let framebuffer = Framebuffer::new(
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render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![image_view],
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..Default::default()
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},
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)
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.unwrap();
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let pipeline = GraphicsPipeline::start()
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.vertex_input_state(BuffersDefinition::new().vertex::<Vertex>())
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.vertex_shader(vs.entry_point("main").unwrap(), ())
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.input_assembly_state(InputAssemblyState::new())
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.viewport_state(ViewportState::viewport_fixed_scissor_irrelevant([
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Viewport {
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origin: [0.0, 0.0],
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dimensions: [
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image.dimensions().width() as f32,
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image.dimensions().height() as f32,
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],
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depth_range: 0.0..1.0,
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},
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]))
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.fragment_shader(fs.entry_point("main").unwrap(), ())
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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.build(device.clone())
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.unwrap();
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let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into()];
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let create_buffer = || {
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CpuAccessibleBuffer::from_iter(
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device.clone(),
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BufferUsage::all(),
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false,
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(0..image.dimensions().width() * image.dimensions().height() * 4).map(|_| 0u8),
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)
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.unwrap()
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};
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let buffer1 = create_buffer();
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let buffer2 = create_buffer();
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let mut builder = AutoCommandBufferBuilder::primary(
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device.clone(),
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queue_family,
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CommandBufferUsage::OneTimeSubmit,
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)
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.unwrap();
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// drawing commands are broadcast to each view in the view mask of the active renderpass
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// which means only a single draw call is needed to draw to multiple layers of the framebuffer
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builder
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.begin_render_pass(framebuffer.clone(), SubpassContents::Inline, clear_values)
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.unwrap()
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.bind_pipeline_graphics(pipeline.clone())
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.bind_vertex_buffers(0, vertex_buffer.clone())
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.draw(vertex_buffer.len() as u32, 1, 0, 0)
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.unwrap()
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.end_render_pass()
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.unwrap();
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// copy the image layers to different buffers to save them as individual images to disk
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builder
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.copy_image_to_buffer_dimensions(
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image.clone(),
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buffer1.clone(),
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[0, 0, 0],
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image.dimensions().width_height_depth(),
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0,
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1,
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0,
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)
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.unwrap()
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.copy_image_to_buffer_dimensions(
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image.clone(),
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buffer2.clone(),
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[0, 0, 0],
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image.dimensions().width_height_depth(),
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1,
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|
|
|
1,
|
|
|
|
0,
|
|
|
|
)
|
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
let command_buffer = builder.build().unwrap();
|
|
|
|
|
|
|
|
let future = sync::now(device.clone())
|
|
|
|
.then_execute(queue.clone(), command_buffer)
|
|
|
|
.unwrap()
|
|
|
|
.then_signal_fence_and_flush()
|
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
future.wait(None).unwrap();
|
|
|
|
|
|
|
|
// write each layer to its own file
|
|
|
|
write_image_buffer_to_file(
|
|
|
|
buffer1,
|
|
|
|
"multiview1.png",
|
|
|
|
image.dimensions().width(),
|
|
|
|
image.dimensions().height(),
|
|
|
|
);
|
|
|
|
write_image_buffer_to_file(
|
|
|
|
buffer2,
|
|
|
|
"multiview2.png",
|
|
|
|
image.dimensions().width(),
|
|
|
|
image.dimensions().height(),
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn write_image_buffer_to_file(
|
|
|
|
buffer: Arc<CpuAccessibleBuffer<[u8]>>,
|
|
|
|
path: &str,
|
|
|
|
width: u32,
|
|
|
|
height: u32,
|
|
|
|
) {
|
|
|
|
let buffer_content = buffer.read().unwrap();
|
|
|
|
let path = Path::new(path);
|
|
|
|
let file = File::create(path).unwrap();
|
|
|
|
let ref mut w = BufWriter::new(file);
|
|
|
|
let mut encoder = png::Encoder::new(w, width, height);
|
2021-09-04 04:21:15 +00:00
|
|
|
encoder.set_color(png::ColorType::Rgba);
|
2021-06-07 14:41:13 +00:00
|
|
|
encoder.set_depth(png::BitDepth::Eight);
|
|
|
|
let mut writer = encoder.write_header().unwrap();
|
|
|
|
writer.write_image_data(&buffer_content).unwrap();
|
|
|
|
}
|