2019-08-03 15:42:47 +00:00
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// Copyright (c) 2019 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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2020-11-10 17:03:50 +00:00
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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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2019-08-03 15:42:47 +00:00
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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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// Indirect draw example
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//
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// Indirect draw calls allow us to issue a draw without needing to know the number of vertices
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// until later when the draw is executed by the GPU.
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//
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// This is used in situations where vertices are being generated on the GPU, such as a GPU
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// particle simulation, and the exact number of output vertices cannot be known until
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// the compute shader has run.
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//
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// In this example the compute shader is trivial and the number of vertices does not change.
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// However is does demonstrate that each compute instance atomically updates the vertex
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// counter before filling the vertex buffer.
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//
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// For an explanation of how the rendering of the triangles takes place see the `triangle.rs`
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// example.
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//
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#[macro_use]
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extern crate vulkano;
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extern crate vulkano_shaders;
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extern crate vulkano_win;
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extern crate winit;
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2019-08-03 15:42:47 +00:00
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2021-04-26 14:53:18 +00:00
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use std::iter;
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use std::sync::Arc;
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use vulkano::buffer::{BufferUsage, CpuBufferPool};
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use vulkano::command_buffer::{
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AutoCommandBufferBuilder, CommandBufferUsage, DrawIndirectCommand, DynamicState,
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SubpassContents,
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};
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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2019-11-24 09:07:29 +00:00
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use vulkano::descriptor::PipelineLayoutAbstract;
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use vulkano::device::{Device, DeviceExtensions};
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2021-03-14 12:09:08 +00:00
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use vulkano::image::view::ImageView;
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use vulkano::image::{ImageUsage, SwapchainImage};
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use vulkano::instance::{Instance, PhysicalDevice};
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use vulkano::pipeline::viewport::Viewport;
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use vulkano::pipeline::{ComputePipeline, GraphicsPipeline};
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use vulkano::render_pass::{Framebuffer, FramebufferAbstract, RenderPass, Subpass};
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use vulkano::swapchain;
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use vulkano::swapchain::{
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AcquireError, ColorSpace, FullscreenExclusive, PresentMode, SurfaceTransform, Swapchain,
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SwapchainCreationError,
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};
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use vulkano::sync;
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use vulkano::sync::{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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// # Vertex Types
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// `Vertex` is the vertex type that will be output from the compute shader and be input to the vertex shader.
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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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impl_vertex!(Vertex, position);
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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(None, &required_extensions, None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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println!(
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"Using device: {} (type: {:?})",
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physical.name(),
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physical.ty()
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);
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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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let queue_family = physical
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.queue_families()
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.find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false))
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.unwrap();
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let device_ext = DeviceExtensions {
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khr_swapchain: true,
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khr_storage_buffer_storage_class: true,
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..DeviceExtensions::none()
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};
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let (device, mut queues) = Device::new(
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physical,
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physical.supported_features(),
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&device_ext,
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[(queue_family, 0.5)].iter().cloned(),
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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 caps = surface.capabilities(physical).unwrap();
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let alpha = caps.supported_composite_alpha.iter().next().unwrap();
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let format = caps.supported_formats[0].0;
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let dimensions: [u32; 2] = surface.window().inner_size().into();
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Swapchain::new(
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device.clone(),
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surface.clone(),
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caps.min_image_count,
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format,
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dimensions,
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1,
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ImageUsage::color_attachment(),
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&queue,
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SurfaceTransform::Identity,
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alpha,
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PresentMode::Fifo,
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FullscreenExclusive::Default,
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true,
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ColorSpace::SrgbNonLinear,
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)
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.unwrap()
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};
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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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// The triangle vertex positions.
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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);
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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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// A simple compute shader that generates vertices. It has two buffers bound: the first is where we output the vertices, the second
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// is the IndirectDrawArgs struct we passed the draw_indirect so we can set the number to vertices to draw
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mod cs {
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vulkano_shaders::shader! {
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ty: "compute",
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src: "
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#version 450
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layout(local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 0) buffer Output {
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vec2 pos[];
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} triangles;
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layout(set = 0, binding = 1) buffer IndirectDrawArgs {
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uint vertices;
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uint unused0;
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uint unused1;
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uint unused2;
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};
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void main() {
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uint idx = gl_GlobalInvocationID.x;
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// each thread of compute shader is going to increment the counter, so we need to use atomic
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// operations for safety. The previous value of the counter is returned so that gives us
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// the offset into the vertex buffer this thread can write it's vertices into.
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uint offset = atomicAdd(vertices, 6);
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vec2 center = vec2(-0.8, -0.8) + idx * vec2(0.1, 0.1);
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triangles.pos[offset + 0] = center + vec2(0.0, 0.0375);
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triangles.pos[offset + 1] = center + vec2(0.025, -0.01725);
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triangles.pos[offset + 2] = center + vec2(-0.025, -0.01725);
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triangles.pos[offset + 3] = center + vec2(0.0, -0.0375);
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triangles.pos[offset + 4] = center + vec2(0.025, 0.01725);
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triangles.pos[offset + 5] = center + vec2(-0.025, 0.01725);
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}
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"
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}
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}
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let vs = vs::Shader::load(device.clone()).unwrap();
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let fs = fs::Shader::load(device.clone()).unwrap();
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let cs = cs::Shader::load(device.clone()).unwrap();
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// Each frame we generate a new set of vertices and each frame we need a new DrawIndirectCommand struct to
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// set the number of vertices to draw
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let indirect_args_pool: CpuBufferPool<DrawIndirectCommand> =
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CpuBufferPool::new(device.clone(), BufferUsage::all());
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let vertex_pool: CpuBufferPool<Vertex> = CpuBufferPool::new(device.clone(), BufferUsage::all());
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let compute_pipeline =
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Arc::new(ComputePipeline::new(device.clone(), &cs.main_entry_point(), &(), None).unwrap());
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let render_pass = Arc::new(
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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.format(),
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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: {}
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}
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)
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.unwrap(),
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);
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let render_pipeline = Arc::new(
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GraphicsPipeline::start()
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.vertex_input_single_buffer()
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.vertex_shader(vs.main_entry_point(), ())
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.triangle_list()
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.viewports_dynamic_scissors_irrelevant(1)
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.fragment_shader(fs.main_entry_point(), ())
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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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);
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let mut dynamic_state = DynamicState {
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line_width: None,
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viewports: None,
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scissors: None,
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compare_mask: None,
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write_mask: None,
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reference: None,
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};
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let mut framebuffers =
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window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
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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| {
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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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let dimensions: [u32; 2] = surface.window().inner_size().into();
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let (new_swapchain, new_images) =
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match swapchain.recreate_with_dimensions(dimensions) {
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Ok(r) => r,
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Err(SwapchainCreationError::UnsupportedDimensions) => return,
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Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
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};
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swapchain = new_swapchain;
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framebuffers = window_size_dependent_setup(
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&new_images,
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render_pass.clone(),
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&mut dynamic_state,
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);
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recreate_swapchain = false;
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}
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2020-05-10 00:36:20 +00:00
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let (image_num, suboptimal, acquire_future) =
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match swapchain::acquire_next_image(swapchain.clone(), None) {
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Ok(r) => r,
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Err(AcquireError::OutOfDate) => {
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recreate_swapchain = true;
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return;
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}
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Err(e) => panic!("Failed to acquire next image: {:?}", e),
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};
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2020-01-29 07:44:28 +00:00
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if suboptimal {
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recreate_swapchain = true;
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}
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let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into()];
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// Allocate a GPU buffer to hold the arguments for this frames draw call. The compute
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// shader will only update vertex_count, so set the other parameters correctly here.
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let indirect_args = indirect_args_pool
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.chunk(iter::once(DrawIndirectCommand {
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vertex_count: 0,
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instance_count: 1,
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first_vertex: 0,
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first_instance: 0,
|
2020-05-10 00:36:20 +00:00
|
|
|
}))
|
|
|
|
.unwrap();
|
2020-01-23 07:37:12 +00:00
|
|
|
|
|
|
|
// Allocate a GPU buffer to hold this frames vertices. This needs to be large enough to hold
|
|
|
|
// the worst case number of vertices generated by the compute shader
|
2020-05-10 00:36:20 +00:00
|
|
|
let vertices = vertex_pool
|
|
|
|
.chunk((0..(6 * 16)).map(|_| Vertex { position: [0.0; 2] }))
|
|
|
|
.unwrap();
|
2020-01-23 07:37:12 +00:00
|
|
|
|
|
|
|
// Pass the two buffers to the compute shader
|
|
|
|
let layout = compute_pipeline.layout().descriptor_set_layout(0).unwrap();
|
2020-05-10 00:36:20 +00:00
|
|
|
let cs_desciptor_set = Arc::new(
|
|
|
|
PersistentDescriptorSet::start(layout.clone())
|
|
|
|
.add_buffer(vertices.clone())
|
|
|
|
.unwrap()
|
|
|
|
.add_buffer(indirect_args.clone())
|
|
|
|
.unwrap()
|
|
|
|
.build()
|
|
|
|
.unwrap(),
|
2020-01-23 07:37:12 +00:00
|
|
|
);
|
|
|
|
|
2021-04-26 14:53:18 +00:00
|
|
|
let mut builder = AutoCommandBufferBuilder::primary(
|
2020-05-10 00:36:20 +00:00
|
|
|
device.clone(),
|
|
|
|
queue.family(),
|
2021-04-26 14:53:18 +00:00
|
|
|
CommandBufferUsage::OneTimeSubmit,
|
2020-05-10 00:36:20 +00:00
|
|
|
)
|
2020-06-01 14:41:42 +00:00
|
|
|
.unwrap();
|
|
|
|
|
2020-05-10 00:36:20 +00:00
|
|
|
// First in the command buffer we dispatch the compute shader to generate the vertices and fill out the draw
|
|
|
|
// call arguments
|
2020-06-01 14:41:42 +00:00
|
|
|
builder
|
|
|
|
.dispatch(
|
|
|
|
[1, 1, 1],
|
|
|
|
compute_pipeline.clone(),
|
|
|
|
cs_desciptor_set.clone(),
|
|
|
|
(),
|
2021-02-05 15:38:36 +00:00
|
|
|
vec![],
|
2020-06-01 14:41:42 +00:00
|
|
|
)
|
|
|
|
.unwrap()
|
2020-11-10 17:01:13 +00:00
|
|
|
.begin_render_pass(
|
|
|
|
framebuffers[image_num].clone(),
|
|
|
|
SubpassContents::Inline,
|
|
|
|
clear_values,
|
|
|
|
)
|
2020-06-01 14:41:42 +00:00
|
|
|
.unwrap()
|
|
|
|
// The indirect draw call is placed in the command buffer with a reference to the GPU buffer that will
|
|
|
|
// contain the arguments when the draw is executed on the GPU
|
|
|
|
.draw_indirect(
|
|
|
|
render_pipeline.clone(),
|
|
|
|
&dynamic_state,
|
|
|
|
vertices.clone(),
|
|
|
|
indirect_args.clone(),
|
|
|
|
(),
|
|
|
|
(),
|
2021-02-05 15:38:36 +00:00
|
|
|
vec![],
|
2020-06-01 14:41:42 +00:00
|
|
|
)
|
|
|
|
.unwrap()
|
|
|
|
.end_render_pass()
|
|
|
|
.unwrap();
|
|
|
|
let command_buffer = builder.build().unwrap();
|
2020-05-10 00:36:20 +00:00
|
|
|
|
|
|
|
let future = previous_frame_end
|
|
|
|
.take()
|
2020-01-23 07:37:12 +00:00
|
|
|
.unwrap()
|
|
|
|
.join(acquire_future)
|
2020-05-10 00:36:20 +00:00
|
|
|
.then_execute(queue.clone(), command_buffer)
|
|
|
|
.unwrap()
|
2020-01-23 07:37:12 +00:00
|
|
|
.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
|
|
|
|
.then_signal_fence_and_flush();
|
|
|
|
|
|
|
|
match future {
|
|
|
|
Ok(future) => {
|
2020-05-12 23:05:09 +00:00
|
|
|
previous_frame_end = Some(future.boxed());
|
2020-05-10 00:36:20 +00:00
|
|
|
}
|
2020-01-23 07:37:12 +00:00
|
|
|
Err(FlushError::OutOfDate) => {
|
|
|
|
recreate_swapchain = true;
|
2020-05-12 23:05:09 +00:00
|
|
|
previous_frame_end = Some(sync::now(device.clone()).boxed());
|
2020-01-23 07:37:12 +00:00
|
|
|
}
|
|
|
|
Err(e) => {
|
|
|
|
println!("Failed to flush future: {:?}", e);
|
2020-05-12 23:05:09 +00:00
|
|
|
previous_frame_end = Some(sync::now(device.clone()).boxed());
|
2020-01-23 07:37:12 +00:00
|
|
|
}
|
|
|
|
}
|
2020-05-10 00:36:20 +00:00
|
|
|
}
|
|
|
|
_ => (),
|
2019-08-03 15:42:47 +00:00
|
|
|
}
|
2020-01-23 07:37:12 +00:00
|
|
|
});
|
2019-08-03 15:42:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// This method is called once during initialization, then again whenever the window is resized
|
|
|
|
fn window_size_dependent_setup(
|
|
|
|
images: &[Arc<SwapchainImage<Window>>],
|
2021-04-10 11:09:03 +00:00
|
|
|
render_pass: Arc<RenderPass>,
|
2020-05-10 00:36:20 +00:00
|
|
|
dynamic_state: &mut DynamicState,
|
2019-08-03 15:42:47 +00:00
|
|
|
) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
|
|
|
|
let dimensions = images[0].dimensions();
|
|
|
|
|
|
|
|
let viewport = Viewport {
|
|
|
|
origin: [0.0, 0.0],
|
|
|
|
dimensions: [dimensions[0] as f32, dimensions[1] as f32],
|
2020-05-10 00:36:20 +00:00
|
|
|
depth_range: 0.0..1.0,
|
2019-08-03 15:42:47 +00:00
|
|
|
};
|
2020-05-10 00:36:20 +00:00
|
|
|
dynamic_state.viewports = Some(vec![viewport]);
|
|
|
|
|
|
|
|
images
|
|
|
|
.iter()
|
|
|
|
.map(|image| {
|
2021-03-14 12:09:08 +00:00
|
|
|
let view = ImageView::new(image.clone()).unwrap();
|
2020-05-10 00:36:20 +00:00
|
|
|
Arc::new(
|
|
|
|
Framebuffer::start(render_pass.clone())
|
2021-03-14 12:09:08 +00:00
|
|
|
.add(view)
|
2020-05-10 00:36:20 +00:00
|
|
|
.unwrap()
|
|
|
|
.build()
|
|
|
|
.unwrap(),
|
|
|
|
) as Arc<dyn FramebufferAbstract + Send + Sync>
|
|
|
|
})
|
|
|
|
.collect::<Vec<_>>()
|
2019-08-03 15:42:47 +00:00
|
|
|
}
|