vulkano/examples/interactive-fractal/fractal_compute_pipeline.rs

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use glam::f32::Vec2;
use rand::random;
use std::sync::Arc;
use vulkano::{
buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer},
command_buffer::{
allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage,
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PrimaryCommandBufferAbstract,
},
descriptor_set::{
allocator::StandardDescriptorSetAllocator, DescriptorSet, WriteDescriptorSet,
},
device::Queue,
image::view::ImageView,
memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
pipeline::{
compute::ComputePipelineCreateInfo, layout::PipelineDescriptorSetLayoutCreateInfo,
ComputePipeline, Pipeline, PipelineBindPoint, PipelineLayout,
PipelineShaderStageCreateInfo,
},
sync::GpuFuture,
};
pub struct FractalComputePipeline {
queue: Arc<Queue>,
pipeline: Arc<ComputePipeline>,
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memory_allocator: Arc<StandardMemoryAllocator>,
command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
palette: Subbuffer<[[f32; 4]]>,
palette_size: i32,
end_color: [f32; 4],
}
impl FractalComputePipeline {
pub fn new(
queue: Arc<Queue>,
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memory_allocator: Arc<StandardMemoryAllocator>,
command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
) -> FractalComputePipeline {
// Initial colors.
let colors = vec![
[1.0, 0.0, 0.0, 1.0],
[1.0, 1.0, 0.0, 1.0],
[0.0, 1.0, 0.0, 1.0],
[0.0, 1.0, 1.0, 1.0],
[0.0, 0.0, 1.0, 1.0],
[1.0, 0.0, 1.0, 1.0],
];
let palette_size = colors.len() as i32;
let palette = Buffer::from_iter(
memory_allocator.clone(),
BufferCreateInfo {
usage: BufferUsage::STORAGE_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
colors,
)
.unwrap();
let end_color = [0.0; 4];
let pipeline = {
let device = queue.device();
let cs = cs::load(device.clone())
.unwrap()
.entry_point("main")
.unwrap();
let stage = PipelineShaderStageCreateInfo::new(cs);
let layout = PipelineLayout::new(
device.clone(),
PipelineDescriptorSetLayoutCreateInfo::from_stages([&stage])
.into_pipeline_layout_create_info(device.clone())
.unwrap(),
)
.unwrap();
ComputePipeline::new(
device.clone(),
None,
ComputePipelineCreateInfo::stage_layout(stage, layout),
)
.unwrap()
};
FractalComputePipeline {
queue,
pipeline,
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memory_allocator,
command_buffer_allocator,
descriptor_set_allocator,
palette,
palette_size,
end_color,
}
}
/// Randomizes our color palette.
pub fn randomize_palette(&mut self) {
let mut colors = vec![];
for _ in 0..self.palette_size {
let r = random::<f32>();
let g = random::<f32>();
let b = random::<f32>();
let a = random::<f32>();
colors.push([r, g, b, a]);
}
self.palette = Buffer::from_iter(
self.memory_allocator.clone(),
BufferCreateInfo {
usage: BufferUsage::STORAGE_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
colors,
)
.unwrap();
}
pub fn compute(
&self,
image_view: Arc<ImageView>,
c: Vec2,
scale: Vec2,
translation: Vec2,
max_iters: u32,
is_julia: bool,
) -> Box<dyn GpuFuture> {
// Resize image if needed.
let image_extent = image_view.image().extent();
let layout = &self.pipeline.layout().set_layouts()[0];
let descriptor_set = DescriptorSet::new(
self.descriptor_set_allocator.clone(),
layout.clone(),
[
WriteDescriptorSet::image_view(0, image_view),
WriteDescriptorSet::buffer(1, self.palette.clone()),
],
[],
)
.unwrap();
let mut builder = AutoCommandBufferBuilder::primary(
self.command_buffer_allocator.clone(),
self.queue.queue_family_index(),
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CommandBufferUsage::OneTimeSubmit,
)
.unwrap();
let push_constants = cs::PushConstants {
end_color: self.end_color,
c: c.into(),
scale: scale.into(),
translation: translation.into(),
palette_size: self.palette_size,
max_iters: max_iters as i32,
is_julia: is_julia as u32,
};
builder
.bind_pipeline_compute(self.pipeline.clone())
.unwrap()
.bind_descriptor_sets(
PipelineBindPoint::Compute,
self.pipeline.layout().clone(),
0,
descriptor_set,
)
.unwrap()
.push_constants(self.pipeline.layout().clone(), 0, push_constants)
.unwrap();
unsafe { builder.dispatch([image_extent[0] / 8, image_extent[1] / 8, 1]) }.unwrap();
let command_buffer = builder.build().unwrap();
let finished = command_buffer.execute(self.queue.clone()).unwrap();
finished.then_signal_fence_and_flush().unwrap().boxed()
}
}
mod cs {
vulkano_shaders::shader! {
ty: "compute",
src: r"
#version 450
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
// Image to which we'll write our fractal
layout(set = 0, binding = 0, rgba8) uniform writeonly image2D img;
// Our palette as a dynamic buffer
layout(set = 0, binding = 1) buffer Palette {
vec4 data[];
} palette;
// Our variable inputs as push constants
layout(push_constant) uniform PushConstants {
vec4 end_color;
vec2 c;
vec2 scale;
vec2 translation;
int palette_size;
int max_iters;
bool is_julia;
} push_constants;
// Gets smooth color between current color (determined by iterations) and the next
// color in the palette by linearly interpolating the colors based on:
// https://linas.org/art-gallery/escape/smooth.html
vec4 get_color(
int palette_size,
vec4 end_color,
int i,
int max_iters,
float len_z
) {
if (i < max_iters) {
float iters_float = float(i) + 1.0 - log(log(len_z)) / log(2.0f);
float iters_floor = floor(iters_float);
float remainder = iters_float - iters_floor;
vec4 color_start = palette.data[int(iters_floor) % push_constants.palette_size];
vec4 color_end = palette.data[(int(iters_floor) + 1) % push_constants.palette_size];
return mix(color_start, color_end, remainder);
}
return end_color;
}
void main() {
// Scale image pixels to range
vec2 dims = vec2(imageSize(img));
float ar = dims.x / dims.y;
float x_over_width = (gl_GlobalInvocationID.x / dims.x);
float y_over_height = (gl_GlobalInvocationID.y / dims.y);
float x0 = ar * (push_constants.translation.x + (x_over_width - 0.5) * push_constants.scale.x);
float y0 = push_constants.translation.y + (y_over_height - 0.5) * push_constants.scale.y;
// Julia is like mandelbrot, but instead changing the constant `c` will change the
// shape you'll see. Thus we want to bind the c to mouse position.
// With mandelbrot, c = scaled xy position of the image. Z starts from zero.
// With julia, c = any value between the interesting range (-2.0 - 2.0),
// Z = scaled xy position of the image.
vec2 c;
vec2 z;
if (push_constants.is_julia) {
c = push_constants.c;
z = vec2(x0, y0);
} else {
c = vec2(x0, y0);
z = vec2(0.0, 0.0);
}
// Escape time algorithm:
// https://en.wikipedia.org/wiki/Plotting_algorithms_for_the_Mandelbrot_set
// It's an iterative algorithm where the bailout point (number of iterations) will
// determine the color we choose from the palette.
int i;
float len_z;
for (i = 0; i < push_constants.max_iters; i += 1) {
z = vec2(
z.x * z.x - z.y * z.y + c.x,
z.y * z.x + z.x * z.y + c.y
);
len_z = length(z);
// Using 8.0 for bailout limit give a little nicer colors with smooth colors
// 2.0 is enough to 'determine' an escape will happen.
if (len_z > 8.0) {
break;
}
}
vec4 write_color = get_color(
push_constants.palette_size,
push_constants.end_color,
i,
push_constants.max_iters,
len_z
);
imageStore(img, ivec2(gl_GlobalInvocationID.xy), write_color);
}
",
}
}