2021-04-10 16:07:15 +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 is a modification of the triangle example, that demonstrates the basics of occlusion queries.
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// Occlusion queries allow you to query whether, and sometimes how many, pixels pass the depth test
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// in a range of draw calls.
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use std::sync::Arc;
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use vulkano::buffer::{BufferAccess, BufferUsage, CpuAccessibleBuffer};
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2021-08-27 06:24:16 +00:00
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use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, SubpassContents};
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2021-06-28 08:04:28 +00:00
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use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType};
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use vulkano::device::{Device, DeviceCreateInfo, DeviceExtensions, DeviceOwned, QueueCreateInfo};
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use vulkano::format::Format;
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use vulkano::image::ImageAccess;
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use vulkano::image::{view::ImageView, AttachmentImage, ImageUsage, SwapchainImage};
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use vulkano::instance::{Instance, InstanceCreateInfo};
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2021-12-05 20:30:56 +00:00
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use vulkano::pipeline::graphics::depth_stencil::DepthStencilState;
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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::query::{
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QueryControlFlags, QueryPool, QueryPoolCreateInfo, QueryResultFlags, QueryType,
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};
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use vulkano::render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass};
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use vulkano::swapchain::{
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self, AcquireError, Swapchain, SwapchainCreateInfo, SwapchainCreationError,
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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, FlushError, GpuFuture};
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use vulkano_win::VkSurfaceBuild;
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use winit::event::{Event, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::{Window, WindowBuilder};
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fn main() {
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let required_extensions = vulkano_win::required_extensions();
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let instance = Instance::new(InstanceCreateInfo {
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enabled_extensions: required_extensions,
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..Default::default()
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})
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.unwrap();
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let event_loop = EventLoop::new();
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let surface = WindowBuilder::new()
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.build_vk_surface(&event_loop, instance.clone())
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.unwrap();
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2021-06-28 06:24:44 +00:00
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let device_extensions = DeviceExtensions {
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khr_swapchain: true,
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..DeviceExtensions::none()
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};
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let (physical_device, queue_family) = PhysicalDevice::enumerate(&instance)
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.filter(|&p| p.supported_extensions().is_superset_of(&device_extensions))
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.filter_map(|p| {
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p.queue_families()
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.find(|&q| q.supports_graphics() && q.supports_surface(&surface).unwrap_or(false))
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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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.unwrap();
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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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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 (mut swapchain, images) = {
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let surface_capabilities = physical_device
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.surface_capabilities(&surface, Default::default())
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.unwrap();
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let image_format = Some(
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physical_device
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.surface_formats(&surface, Default::default())
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.unwrap()[0]
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.0,
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);
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Swapchain::new(
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device.clone(),
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surface.clone(),
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SwapchainCreateInfo {
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min_image_count: surface_capabilities.min_image_count,
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image_format,
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image_extent: surface.window().inner_size().into(),
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image_usage: ImageUsage::color_attachment(),
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composite_alpha: surface_capabilities
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.supported_composite_alpha
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.iter()
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.next()
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.unwrap(),
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..Default::default()
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},
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)
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.unwrap()
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};
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2021-11-24 14:19:57 +00:00
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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; 3],
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color: [f32; 3],
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}
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vulkano::impl_vertex!(Vertex, position, color);
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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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// The first triangle (red) is the same one as in the triangle example.
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Vertex {
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position: [-0.5, -0.25, 0.5],
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color: [1.0, 0.0, 0.0],
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},
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Vertex {
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position: [0.0, 0.5, 0.5],
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color: [1.0, 0.0, 0.0],
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},
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Vertex {
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position: [0.25, -0.1, 0.5],
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color: [1.0, 0.0, 0.0],
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},
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// The second triangle (cyan) is the same shape and position as the first,
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// but smaller, and moved behind a bit.
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// It should be completely occluded by the first triangle.
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// (You can lower its z value to put it in front)
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Vertex {
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position: [-0.25, -0.125, 0.6],
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color: [0.0, 1.0, 1.0],
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},
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Vertex {
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position: [0.0, 0.25, 0.6],
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color: [0.0, 1.0, 1.0],
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},
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Vertex {
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position: [0.125, -0.05, 0.6],
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color: [0.0, 1.0, 1.0],
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},
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// The third triangle (green) is the same shape and size as the first,
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// but moved to the left and behind the second.
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// It is partially occluded by the first two.
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Vertex {
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position: [-0.25, -0.25, 0.7],
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color: [0.0, 1.0, 0.0],
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},
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Vertex {
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position: [0.25, 0.5, 0.7],
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color: [0.0, 1.0, 0.0],
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},
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Vertex {
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position: [0.5, -0.1, 0.7],
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color: [0.0, 1.0, 0.0],
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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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// Create three buffer slices, one for each triangle.
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let triangle1 = vertex_buffer.slice(0..3).unwrap();
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let triangle2 = vertex_buffer.slice(3..6).unwrap();
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let triangle3 = vertex_buffer.slice(6..9).unwrap();
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// Create a query pool for occlusion queries, with 3 slots.
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let query_pool = QueryPool::new(
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device.clone(),
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QueryPoolCreateInfo {
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query_count: 3,
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..QueryPoolCreateInfo::query_type(QueryType::Occlusion)
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},
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)
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.unwrap();
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// Create a buffer on the CPU to hold the results of the three queries.
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// Query results are always represented as either `u32` or `u64`.
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// For occlusion queries, you always need one element per query. You can ask for the number of
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// elements needed at runtime by calling `QueryType::result_size`.
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// If you retrieve query results with `with_availability` enabled, then this array needs to
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// be 6 elements long instead of 3.
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let mut query_results = [0u32; 3];
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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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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 color;
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layout(location = 0) out vec3 v_color;
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void main() {
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v_color = color;
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gl_Position = vec4(position, 1.0);
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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) in vec3 v_color;
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(v_color, 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 = vulkano::single_pass_renderpass!(
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device.clone(),
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attachments: {
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color: {
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load: Clear,
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store: Store,
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format: swapchain.image_format(),
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samples: 1,
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},
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depth: {
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load: Clear,
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store: DontCare,
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format: Format::D16_UNORM,
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samples: 1,
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}
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},
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pass: {
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color: [color],
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depth_stencil: {depth}
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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_dynamic_scissor_irrelevant())
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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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// Enable depth testing, which is needed for occlusion queries to make sense at all.
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// If you disable depth testing, every pixel is considered to pass the depth test, so
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// every query will return a nonzero result.
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.depth_stencil_state(DepthStencilState::simple_depth_test())
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.build(device.clone())
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.unwrap();
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let mut viewport = Viewport {
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origin: [0.0, 0.0],
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dimensions: [0.0, 0.0],
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depth_range: 0.0..1.0,
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};
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let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut viewport);
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let mut recreate_swapchain = false;
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let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
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event_loop.run(move |event, _, control_flow| match event {
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => {
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*control_flow = ControlFlow::Exit;
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}
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Event::WindowEvent {
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event: WindowEvent::Resized(_),
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..
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} => {
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recreate_swapchain = true;
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}
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Event::RedrawEventsCleared => {
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previous_frame_end.as_mut().unwrap().cleanup_finished();
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if recreate_swapchain {
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2022-02-20 09:55:34 +00:00
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let (new_swapchain, new_images) = match swapchain.recreate(SwapchainCreateInfo {
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image_extent: surface.window().inner_size().into(),
|
|
|
|
..swapchain.create_info()
|
|
|
|
}) {
|
|
|
|
Ok(r) => r,
|
|
|
|
Err(SwapchainCreationError::ImageExtentNotSupported { .. }) => return,
|
|
|
|
Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
|
|
|
|
};
|
2021-04-10 16:07:15 +00:00
|
|
|
|
|
|
|
swapchain = new_swapchain;
|
2021-08-27 06:24:16 +00:00
|
|
|
framebuffers =
|
|
|
|
window_size_dependent_setup(&new_images, render_pass.clone(), &mut viewport);
|
2021-04-10 16:07:15 +00:00
|
|
|
recreate_swapchain = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
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),
|
|
|
|
};
|
|
|
|
|
|
|
|
if suboptimal {
|
|
|
|
recreate_swapchain = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into(), 1.0.into()];
|
|
|
|
|
2021-04-26 14:53:18 +00:00
|
|
|
let mut builder = AutoCommandBufferBuilder::primary(
|
|
|
|
device.clone(),
|
|
|
|
queue.family(),
|
|
|
|
CommandBufferUsage::OneTimeSubmit,
|
|
|
|
)
|
|
|
|
.unwrap();
|
2021-04-10 16:07:15 +00:00
|
|
|
|
|
|
|
// Beginning or resetting a query is unsafe for now.
|
|
|
|
unsafe {
|
|
|
|
builder
|
|
|
|
// A query must be reset before each use, including the first use.
|
|
|
|
// This must be done outside a render pass.
|
|
|
|
.reset_query_pool(query_pool.clone(), 0..3)
|
|
|
|
.unwrap()
|
2021-08-27 06:24:16 +00:00
|
|
|
.set_viewport(0, [viewport.clone()])
|
|
|
|
.bind_pipeline_graphics(pipeline.clone())
|
2021-04-10 16:07:15 +00:00
|
|
|
.begin_render_pass(
|
|
|
|
framebuffers[image_num].clone(),
|
|
|
|
SubpassContents::Inline,
|
|
|
|
clear_values,
|
|
|
|
)
|
|
|
|
.unwrap()
|
|
|
|
// Begin query 0, then draw the red triangle.
|
|
|
|
// Enabling the `precise` bit would give exact numeric results. This needs
|
|
|
|
// the `occlusion_query_precise` feature to be enabled on the device.
|
|
|
|
.begin_query(query_pool.clone(), 0, QueryControlFlags { precise: false })
|
|
|
|
.unwrap()
|
2021-08-27 06:24:16 +00:00
|
|
|
.bind_vertex_buffers(0, triangle1.clone())
|
|
|
|
.draw(triangle1.len() as u32, 1, 0, 0)
|
2021-04-10 16:07:15 +00:00
|
|
|
.unwrap()
|
|
|
|
// End query 0.
|
|
|
|
.end_query(query_pool.clone(), 0)
|
|
|
|
.unwrap()
|
|
|
|
// Begin query 1 for the cyan triangle.
|
|
|
|
.begin_query(query_pool.clone(), 1, QueryControlFlags { precise: false })
|
|
|
|
.unwrap()
|
2021-08-27 06:24:16 +00:00
|
|
|
.bind_vertex_buffers(0, triangle2.clone())
|
|
|
|
.draw(triangle2.len() as u32, 1, 0, 0)
|
2021-04-10 16:07:15 +00:00
|
|
|
.unwrap()
|
|
|
|
.end_query(query_pool.clone(), 1)
|
|
|
|
.unwrap()
|
|
|
|
// Finally, query 2 for the green triangle.
|
|
|
|
.begin_query(query_pool.clone(), 2, QueryControlFlags { precise: false })
|
|
|
|
.unwrap()
|
2021-08-27 06:24:16 +00:00
|
|
|
.bind_vertex_buffers(0, triangle3.clone())
|
|
|
|
.draw(triangle3.len() as u32, 1, 0, 0)
|
2021-04-10 16:07:15 +00:00
|
|
|
.unwrap()
|
|
|
|
.end_query(query_pool.clone(), 2)
|
|
|
|
.unwrap()
|
|
|
|
.end_render_pass()
|
|
|
|
.unwrap();
|
|
|
|
}
|
|
|
|
|
|
|
|
let command_buffer = builder.build().unwrap();
|
|
|
|
|
|
|
|
let future = previous_frame_end
|
|
|
|
.take()
|
|
|
|
.unwrap()
|
|
|
|
.join(acquire_future)
|
|
|
|
.then_execute(queue.clone(), command_buffer)
|
|
|
|
.unwrap()
|
|
|
|
.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());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Retrieve the query results.
|
|
|
|
// This copies the results to a variable on the CPU. You can also use the
|
|
|
|
// `copy_query_pool_results` function on a command buffer to write results to a
|
|
|
|
// Vulkano buffer. This could then be used to influence draw operations further down
|
|
|
|
// the line, either in the same frame or a future frame.
|
|
|
|
query_pool
|
|
|
|
.queries_range(0..3)
|
|
|
|
.unwrap()
|
|
|
|
.get_results(
|
|
|
|
&mut query_results,
|
|
|
|
QueryResultFlags {
|
|
|
|
// Block the function call until the results are available.
|
|
|
|
// Note: if not all the queries have actually been executed, then this
|
|
|
|
// will wait forever for something that never happens!
|
|
|
|
wait: true,
|
|
|
|
// Blocking and waiting will never give partial results.
|
|
|
|
partial: false,
|
|
|
|
// Blocking and waiting will ensure the results are always available after
|
|
|
|
// the function returns.
|
|
|
|
//
|
|
|
|
// If you disable waiting, then this can be used to include the
|
|
|
|
// availability of each query's results. You need one extra element per
|
|
|
|
// query in your `query_results` buffer for this. This element will
|
|
|
|
// be filled with a zero/nonzero value indicating availability.
|
|
|
|
with_availability: false,
|
|
|
|
},
|
|
|
|
)
|
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
// If the `precise` bit was not enabled, then you're only guaranteed to get a boolean
|
|
|
|
// result here: zero if all pixels were occluded, nonzero if only some were occluded.
|
|
|
|
// Enabling `precise` will give the exact number of pixels.
|
|
|
|
|
|
|
|
// Query 0 (red triangle) will always succeed, because the depth buffer starts empty
|
|
|
|
// and will never occlude anything.
|
|
|
|
assert_ne!(query_results[0], 0);
|
|
|
|
|
|
|
|
// Query 1 (cyan triangle) will fail, because it's drawn completely behind the first.
|
|
|
|
assert_eq!(query_results[1], 0);
|
|
|
|
|
|
|
|
// Query 2 (green triangle) will succeed, because it's only partially occluded.
|
|
|
|
assert_ne!(query_results[2], 0);
|
|
|
|
}
|
|
|
|
_ => (),
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
fn window_size_dependent_setup(
|
|
|
|
images: &[Arc<SwapchainImage<Window>>],
|
|
|
|
render_pass: Arc<RenderPass>,
|
2021-08-27 06:24:16 +00:00
|
|
|
viewport: &mut Viewport,
|
2021-11-02 20:33:58 +00:00
|
|
|
) -> Vec<Arc<Framebuffer>> {
|
|
|
|
let dimensions = images[0].dimensions().width_height();
|
2021-08-27 06:24:16 +00:00
|
|
|
viewport.dimensions = [dimensions[0] as f32, dimensions[1] as f32];
|
2021-04-10 16:07:15 +00:00
|
|
|
|
|
|
|
let depth_attachment = ImageView::new(
|
|
|
|
AttachmentImage::with_usage(
|
|
|
|
render_pass.device().clone(),
|
|
|
|
dimensions,
|
2021-09-02 09:05:23 +00:00
|
|
|
Format::D16_UNORM,
|
2021-04-10 16:07:15 +00:00
|
|
|
ImageUsage {
|
|
|
|
depth_stencil_attachment: true,
|
|
|
|
transient_attachment: true,
|
|
|
|
..ImageUsage::none()
|
|
|
|
},
|
|
|
|
)
|
|
|
|
.unwrap(),
|
|
|
|
)
|
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
images
|
|
|
|
.iter()
|
|
|
|
.map(|image| {
|
|
|
|
let view = ImageView::new(image.clone()).unwrap();
|
2022-02-20 00:14:16 +00:00
|
|
|
Framebuffer::new(
|
|
|
|
render_pass.clone(),
|
|
|
|
FramebufferCreateInfo {
|
|
|
|
attachments: vec![view, depth_attachment.clone()],
|
|
|
|
..Default::default()
|
|
|
|
},
|
|
|
|
)
|
|
|
|
.unwrap()
|
2021-04-10 16:07:15 +00:00
|
|
|
})
|
|
|
|
.collect::<Vec<_>>()
|
|
|
|
}
|