2016-03-26 09:17:37 +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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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or http://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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2016-04-29 08:28:20 +00:00
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// Welcome to the triangle example!
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//
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// This is the only example that is entirely detailed. All the other examples avoid code
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// duplication by using helper functions.
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//
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// This example assumes that you are already more or less familiar with graphics programming
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// and that you want to learn Vulkan. This means that for example it won't go into details about
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// what a vertex or a shader is.
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2018-10-27 21:16:30 +00:00
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
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2018-10-28 03:02:29 +00:00
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use vulkano::device::{Device, DeviceExtensions};
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2020-05-10 00:36:20 +00:00
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use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, RenderPassAbstract, Subpass};
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2020-06-01 07:10:02 +00:00
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use vulkano::image::{SwapchainImage, ImageUsage};
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2018-10-28 03:02:29 +00:00
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use vulkano::instance::{Instance, PhysicalDevice};
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2016-04-29 08:28:20 +00:00
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use vulkano::pipeline::viewport::Viewport;
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2020-05-10 00:36:20 +00:00
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use vulkano::pipeline::GraphicsPipeline;
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2017-05-26 11:12:21 +00:00
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use vulkano::swapchain;
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2020-05-10 00:36:20 +00:00
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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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2018-10-28 03:02:29 +00:00
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use vulkano::sync;
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use vulkano::sync::{FlushError, GpuFuture};
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2018-10-28 03:02:29 +00:00
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use vulkano_win::VkSurfaceBuild;
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2020-01-23 07:37:12 +00:00
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use winit::event::{Event, WindowEvent};
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2020-05-10 00:36:20 +00:00
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::{Window, WindowBuilder};
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2018-10-27 21:16:30 +00:00
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2016-12-01 13:57:47 +00:00
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use std::sync::Arc;
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2016-02-18 08:33:06 +00:00
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fn main() {
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2018-09-02 04:18:22 +00:00
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// The first step of any Vulkan program is to create an instance.
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2020-01-23 07:37:12 +00:00
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//
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// When we create an instance, we have to pass a list of extensions that we want to enable.
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//
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// All the window-drawing functionalities are part of non-core extensions that we need
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// to enable manually. To do so, we ask the `vulkano_win` crate for the list of extensions
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// required to draw to a window.
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let required_extensions = vulkano_win::required_extensions();
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2016-04-29 08:28:20 +00:00
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// Now creating the instance.
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let instance = Instance::new(None, &required_extensions, None).unwrap();
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2016-02-18 08:33:06 +00:00
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// We then choose which physical device to use.
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//
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// In a real application, there are three things to take into consideration:
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//
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2016-04-29 08:28:20 +00:00
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// - Some devices may not support some of the optional features that may be required by your
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// application. You should filter out the devices that don't support your app.
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2016-02-18 08:33:06 +00:00
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//
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// - Not all devices can draw to a certain surface. Once you create your window, you have to
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// choose a device that is capable of drawing to it.
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//
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// - You probably want to leave the choice between the remaining devices to the user.
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//
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// For the sake of the example we are just going to use the first device, which should work
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// most of the time.
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2018-10-28 03:02:29 +00:00
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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2020-01-23 07:37:12 +00:00
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2016-04-29 08:28:20 +00:00
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// Some little debug infos.
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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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2016-02-18 08:33:06 +00:00
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2016-04-29 08:28:20 +00:00
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// The objective of this example is to draw a triangle on a window. To do so, we first need to
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// create the window.
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//
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// This is done by creating a `WindowBuilder` from the `winit` crate, then calling the
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// `build_vk_surface` method provided by the `VkSurfaceBuild` trait from `vulkano_win`. If you
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// ever get an error about `build_vk_surface` being undefined in one of your projects, this
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2016-05-03 13:56:52 +00:00
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// probably means that you forgot to import this trait.
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2016-02-18 08:59:54 +00:00
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//
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2018-02-13 13:29:36 +00:00
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// This returns a `vulkano::swapchain::Surface` object that contains both a cross-platform winit
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// window and a cross-platform Vulkan surface that represents the surface of the window.
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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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2018-08-30 01:37:51 +00:00
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2016-04-29 08:28:20 +00:00
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// The next step is to choose which GPU queue will execute our draw commands.
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//
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// Devices can provide multiple queues to run commands in parallel (for example a draw queue
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// and a compute queue), similar to CPU threads. This is something you have to have to manage
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// manually in Vulkan.
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//
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// In a real-life application, we would probably use at least a graphics queue and a transfers
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// queue to handle data transfers in parallel. In this example we only use one queue.
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//
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// We have to choose which queues to use early on, because we will need this info very soon.
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let queue_family = physical
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.queue_families()
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.find(|&q| {
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// We take the first queue that supports drawing to our window.
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q.supports_graphics() && surface.is_supported(q).unwrap_or(false)
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})
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.unwrap();
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2016-02-18 08:33:06 +00:00
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2016-04-29 08:28:20 +00:00
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// Now initializing the device. This is probably the most important object of Vulkan.
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//
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// We have to pass five parameters when creating a device:
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//
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// - Which physical device to connect to.
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//
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// - A list of optional features and extensions that our program needs to work correctly.
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// Some parts of the Vulkan specs are optional and must be enabled manually at device
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// creation. In this example the only thing we are going to need is the `khr_swapchain`
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// extension that allows us to draw to a window.
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//
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// - A list of layers to enable. This is very niche, and you will usually pass `None`.
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//
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// - The list of queues that we are going to use. The exact parameter is an iterator whose
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// items are `(Queue, f32)` where the floating-point represents the priority of the queue
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// between 0.0 and 1.0. The priority of the queue is a hint to the implementation about how
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// much it should prioritize queues between one another.
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//
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// The list of created queues is returned by the function alongside with the device.
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let device_ext = DeviceExtensions {
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khr_swapchain: 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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2016-02-18 08:33:06 +00:00
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2016-05-12 15:40:31 +00:00
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// Since we can request multiple queues, the `queues` variable is in fact an iterator. In this
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2018-09-02 04:18:22 +00:00
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// example we use only one queue, so we just retrieve the first and only element of the
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2016-05-12 15:40:31 +00:00
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// iterator and throw it away.
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let queue = queues.next().unwrap();
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2016-02-18 08:33:06 +00:00
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// Before we can draw on the surface, we have to create what is called a swapchain. Creating
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2016-02-18 08:59:54 +00:00
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// a swapchain allocates the color buffers that will contain the image that will ultimately
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// be visible on the screen. These images are returned alongside with the swapchain.
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let (mut swapchain, images) = {
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// Querying the capabilities of the surface. When we create the swapchain we can only
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// pass values that are allowed by the capabilities.
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2018-10-28 03:02:29 +00:00
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let caps = surface.capabilities(physical).unwrap();
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// The alpha mode indicates how the alpha value of the final image will behave. For example
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2016-05-01 16:21:02 +00:00
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// you can choose whether the window will be opaque or transparent.
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2016-05-03 09:10:19 +00:00
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let alpha = caps.supported_composite_alpha.iter().next().unwrap();
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2016-04-29 08:28:20 +00:00
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// Choosing the internal format that the images will have.
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let format = caps.supported_formats[0].0;
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2018-10-28 03:02:29 +00:00
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// The dimensions of the window, only used to initially setup the swapchain.
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// NOTE:
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// On some drivers the swapchain dimensions are specified by `caps.current_extent` and the
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// swapchain size must use these dimensions.
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// These dimensions are always the same as the window dimensions
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//
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// However other drivers dont specify a value i.e. `caps.current_extent` is `None`
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// These drivers will allow anything but the only sensible value is the window dimensions.
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//
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// Because for both of these cases, the swapchain needs to be the window dimensions, we just use that.
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let dimensions: [u32; 2] = surface.window().inner_size().into();
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2018-10-28 03:02:29 +00:00
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2016-04-29 08:28:20 +00:00
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// Please take a look at the docs for the meaning of the parameters we didn't mention.
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2020-05-10 00:36:20 +00:00
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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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2016-02-18 08:33:06 +00:00
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};
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2016-02-18 08:59:54 +00:00
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// We now create a buffer that will store the shape of our triangle.
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let vertex_buffer = {
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2019-07-01 21:02:48 +00:00
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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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2018-12-07 12:35:19 +00:00
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vulkano::impl_vertex!(Vertex, position);
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2020-05-10 00:36:20 +00:00
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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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[
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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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};
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2016-02-18 08:33:06 +00:00
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2018-10-28 07:29:41 +00:00
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// The next step is to create the shaders.
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//
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// The raw shader creation API provided by the vulkano library is unsafe, for various reasons.
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//
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// An overview of what the `vulkano_shaders::shader!` macro generates can be found in the
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// `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/
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//
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// TODO: explain this in details
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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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2018-10-28 07:29:41 +00:00
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layout(location = 0) in vec2 position;
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2020-01-23 07:37:12 +00:00
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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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2018-10-28 07:29:41 +00:00
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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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2018-10-28 07:29:41 +00:00
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2020-01-23 07:37:12 +00:00
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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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2018-10-28 07:29:41 +00:00
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}
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}
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2018-10-28 03:02:29 +00:00
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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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2016-02-18 08:33:06 +00:00
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// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
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2018-09-02 04:18:22 +00:00
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// implicitly does a lot of computation whenever you draw. In Vulkan, you have to do all this
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2016-02-18 08:33:06 +00:00
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// manually.
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2016-04-29 08:28:20 +00:00
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// The next step is to create a *render pass*, which is an object that describes where the
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2016-02-18 08:33:06 +00:00
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// output of the graphics pipeline will go. It describes the layout of the images
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// where the colors, depth and/or stencil information will be written.
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2020-05-10 00:36:20 +00:00
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let render_pass = Arc::new(
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vulkano::single_pass_renderpass!(
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device.clone(),
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attachments: {
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// `color` is a custom name we give to the first and only attachment.
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color: {
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// `load: Clear` means that we ask the GPU to clear the content of this
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// attachment at the start of the drawing.
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load: Clear,
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// `store: Store` means that we ask the GPU to store the output of the draw
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// in the actual image. We could also ask it to discard the result.
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store: Store,
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// `format: <ty>` indicates the type of the format of the image. This has to
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// be one of the types of the `vulkano::format` module (or alternatively one
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// of your structs that implements the `FormatDesc` trait). Here we use the
|
|
|
|
// same format as the swapchain.
|
|
|
|
format: swapchain.format(),
|
|
|
|
// TODO:
|
|
|
|
samples: 1,
|
|
|
|
}
|
|
|
|
},
|
|
|
|
pass: {
|
|
|
|
// We use the attachment named `color` as the one and only color attachment.
|
|
|
|
color: [color],
|
|
|
|
// No depth-stencil attachment is indicated with empty brackets.
|
|
|
|
depth_stencil: {}
|
2016-02-28 16:21:01 +00:00
|
|
|
}
|
2020-05-10 00:36:20 +00:00
|
|
|
)
|
|
|
|
.unwrap(),
|
|
|
|
);
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
|
|
|
|
// program, but much more specific.
|
2020-05-10 00:36:20 +00:00
|
|
|
let pipeline = Arc::new(
|
|
|
|
GraphicsPipeline::start()
|
|
|
|
// We need to indicate the layout of the vertices.
|
|
|
|
// The type `SingleBufferDefinition` actually contains a template parameter corresponding
|
|
|
|
// to the type of each vertex. But in this code it is automatically inferred.
|
|
|
|
.vertex_input_single_buffer()
|
|
|
|
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
|
|
|
|
// which one. The `main` word of `main_entry_point` actually corresponds to the name of
|
|
|
|
// the entry point.
|
|
|
|
.vertex_shader(vs.main_entry_point(), ())
|
|
|
|
// The content of the vertex buffer describes a list of triangles.
|
|
|
|
.triangle_list()
|
|
|
|
// Use a resizable viewport set to draw over the entire window
|
|
|
|
.viewports_dynamic_scissors_irrelevant(1)
|
|
|
|
// See `vertex_shader`.
|
|
|
|
.fragment_shader(fs.main_entry_point(), ())
|
|
|
|
// We have to indicate which subpass of which render pass this pipeline is going to be used
|
|
|
|
// in. The pipeline will only be usable from this particular subpass.
|
|
|
|
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
|
|
|
// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
|
|
|
|
.build(device.clone())
|
|
|
|
.unwrap(),
|
|
|
|
);
|
2016-02-18 08:59:54 +00:00
|
|
|
|
2018-10-27 21:16:30 +00:00
|
|
|
// Dynamic viewports allow us to recreate just the viewport when the window is resized
|
|
|
|
// Otherwise we would have to recreate the whole pipeline.
|
2020-05-10 00:36:20 +00:00
|
|
|
let mut dynamic_state = DynamicState {
|
|
|
|
line_width: None,
|
|
|
|
viewports: None,
|
|
|
|
scissors: None,
|
|
|
|
compare_mask: None,
|
|
|
|
write_mask: None,
|
|
|
|
reference: None,
|
|
|
|
};
|
2018-10-27 21:16:30 +00:00
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// The render pass we created above only describes the layout of our framebuffers. Before we
|
|
|
|
// can draw we also need to create the actual framebuffers.
|
2016-02-18 08:33:06 +00:00
|
|
|
//
|
2016-02-18 08:59:54 +00:00
|
|
|
// Since we need to draw to multiple images, we are going to create a different framebuffer for
|
|
|
|
// each image.
|
2020-05-10 00:36:20 +00:00
|
|
|
let mut framebuffers =
|
|
|
|
window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
|
2016-02-18 08:33:06 +00:00
|
|
|
|
|
|
|
// Initialization is finally finished!
|
|
|
|
|
2017-07-26 15:58:40 +00:00
|
|
|
// In some situations, the swapchain will become invalid by itself. This includes for example
|
|
|
|
// when the window is resized (as the images of the swapchain will no longer match the
|
|
|
|
// window's) or, on Android, when the application went to the background and goes back to the
|
|
|
|
// foreground.
|
|
|
|
//
|
|
|
|
// In this situation, acquiring a swapchain image or presenting it will return an error.
|
|
|
|
// Rendering to an image of that swapchain will not produce any error, but may or may not work.
|
|
|
|
// To continue rendering, we need to recreate the swapchain by creating a new swapchain.
|
|
|
|
// Here, we remember that we need to do this for the next loop iteration.
|
|
|
|
let mut recreate_swapchain = false;
|
|
|
|
|
2016-05-08 11:16:21 +00:00
|
|
|
// In the loop below we are going to submit commands to the GPU. Submitting a command produces
|
2017-02-13 15:18:10 +00:00
|
|
|
// an object that implements the `GpuFuture` trait, which holds the resources for as long as
|
|
|
|
// they are in use by the GPU.
|
2016-04-29 08:28:20 +00:00
|
|
|
//
|
2017-02-13 15:18:10 +00:00
|
|
|
// Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to avoid
|
2017-05-21 17:04:14 +00:00
|
|
|
// that, we store the submission of the previous frame here.
|
2020-05-12 23:05:09 +00:00
|
|
|
let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
|
2017-07-26 15:58:40 +00:00
|
|
|
|
2020-01-23 07:37:12 +00:00
|
|
|
event_loop.run(move |event, _, control_flow| {
|
|
|
|
match event {
|
2020-05-10 00:36:20 +00:00
|
|
|
Event::WindowEvent {
|
|
|
|
event: WindowEvent::CloseRequested,
|
|
|
|
..
|
|
|
|
} => {
|
2020-01-23 07:37:12 +00:00
|
|
|
*control_flow = ControlFlow::Exit;
|
2020-05-10 00:36:20 +00:00
|
|
|
}
|
|
|
|
Event::WindowEvent {
|
|
|
|
event: WindowEvent::Resized(_),
|
|
|
|
..
|
|
|
|
} => {
|
2018-02-14 07:51:52 +00:00
|
|
|
recreate_swapchain = true;
|
2020-05-10 00:36:20 +00:00
|
|
|
}
|
2020-01-23 07:37:12 +00:00
|
|
|
Event::RedrawEventsCleared => {
|
|
|
|
// It is important to call this function from time to time, otherwise resources will keep
|
|
|
|
// accumulating and you will eventually reach an out of memory error.
|
|
|
|
// Calling this function polls various fences in order to determine what the GPU has
|
|
|
|
// already processed, and frees the resources that are no longer needed.
|
|
|
|
previous_frame_end.as_mut().unwrap().cleanup_finished();
|
|
|
|
|
|
|
|
// Whenever the window resizes we need to recreate everything dependent on the window size.
|
|
|
|
// In this example that includes the swapchain, the framebuffers and the dynamic state viewport.
|
|
|
|
if recreate_swapchain {
|
|
|
|
// Get the new dimensions of the window.
|
|
|
|
let dimensions: [u32; 2] = surface.window().inner_size().into();
|
2020-05-10 00:36:20 +00:00
|
|
|
let (new_swapchain, new_images) =
|
|
|
|
match swapchain.recreate_with_dimensions(dimensions) {
|
|
|
|
Ok(r) => r,
|
|
|
|
// This error tends to happen when the user is manually resizing the window.
|
|
|
|
// Simply restarting the loop is the easiest way to fix this issue.
|
|
|
|
Err(SwapchainCreationError::UnsupportedDimensions) => return,
|
|
|
|
Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
|
|
|
|
};
|
2020-01-23 07:37:12 +00:00
|
|
|
|
|
|
|
swapchain = new_swapchain;
|
|
|
|
// Because framebuffers contains an Arc on the old swapchain, we need to
|
|
|
|
// recreate framebuffers as well.
|
2020-05-10 00:36:20 +00:00
|
|
|
framebuffers = window_size_dependent_setup(
|
|
|
|
&new_images,
|
|
|
|
render_pass.clone(),
|
|
|
|
&mut dynamic_state,
|
|
|
|
);
|
2020-01-23 07:37:12 +00:00
|
|
|
recreate_swapchain = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Before we can draw on the output, we have to *acquire* an image from the swapchain. If
|
|
|
|
// no image is available (which happens if you submit draw commands too quickly), then the
|
|
|
|
// function will block.
|
|
|
|
// This operation returns the index of the image that we are allowed to draw upon.
|
|
|
|
//
|
|
|
|
// This function can block if no image is available. The parameter is an optional timeout
|
|
|
|
// after which the function call will return an error.
|
2020-05-10 00:36:20 +00:00
|
|
|
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),
|
|
|
|
};
|
2020-01-23 07:37:12 +00:00
|
|
|
|
2020-01-29 07:44:28 +00:00
|
|
|
// acquire_next_image can be successful, but suboptimal. This means that the swapchain image
|
|
|
|
// will still work, but it may not display correctly. With some drivers this can be when
|
|
|
|
// the window resizes, but it may not cause the swapchain to become out of date.
|
|
|
|
if suboptimal {
|
|
|
|
recreate_swapchain = true;
|
|
|
|
}
|
|
|
|
|
2020-01-23 07:37:12 +00:00
|
|
|
// Specify the color to clear the framebuffer with i.e. blue
|
2020-05-10 00:36:20 +00:00
|
|
|
let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into()];
|
2020-01-23 07:37:12 +00:00
|
|
|
|
|
|
|
// In order to draw, we have to build a *command buffer*. The command buffer object holds
|
|
|
|
// the list of commands that are going to be executed.
|
|
|
|
//
|
|
|
|
// Building a command buffer is an expensive operation (usually a few hundred
|
|
|
|
// microseconds), but it is known to be a hot path in the driver and is expected to be
|
|
|
|
// optimized.
|
|
|
|
//
|
|
|
|
// Note that we have to pass a queue family when we create the command buffer. The command
|
|
|
|
// buffer will only be executable on that given queue family.
|
2020-05-10 00:36:20 +00:00
|
|
|
let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(
|
|
|
|
device.clone(),
|
|
|
|
queue.family(),
|
|
|
|
)
|
|
|
|
.unwrap()
|
|
|
|
// Before we can draw, we have to *enter a render pass*. There are two methods to do
|
|
|
|
// this: `draw_inline` and `draw_secondary`. The latter is a bit more advanced and is
|
|
|
|
// not covered here.
|
|
|
|
//
|
|
|
|
// The third parameter builds the list of values to clear the attachments with. The API
|
|
|
|
// is similar to the list of attachments when building the framebuffers, except that
|
|
|
|
// only the attachments that use `load: Clear` appear in the list.
|
|
|
|
.begin_render_pass(framebuffers[image_num].clone(), false, clear_values)
|
|
|
|
.unwrap()
|
|
|
|
// We are now inside the first subpass of the render pass. We add a draw command.
|
|
|
|
//
|
|
|
|
// The last two parameters contain the list of resources to pass to the shaders.
|
|
|
|
// Since we used an `EmptyPipeline` object, the objects have to be `()`.
|
|
|
|
.draw(
|
|
|
|
pipeline.clone(),
|
|
|
|
&dynamic_state,
|
|
|
|
vertex_buffer.clone(),
|
|
|
|
(),
|
|
|
|
(),
|
|
|
|
)
|
|
|
|
.unwrap()
|
|
|
|
// We leave the render pass by calling `draw_end`. Note that if we had multiple
|
|
|
|
// subpasses we could have called `next_inline` (or `next_secondary`) to jump to the
|
|
|
|
// next subpass.
|
|
|
|
.end_render_pass()
|
|
|
|
.unwrap()
|
|
|
|
// Finish building the command buffer by calling `build`.
|
|
|
|
.build()
|
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
let future = previous_frame_end
|
|
|
|
.take()
|
|
|
|
.unwrap()
|
2020-01-23 07:37:12 +00:00
|
|
|
.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
|
|
|
// The color output is now expected to contain our triangle. But in order to show it on
|
|
|
|
// the screen, we have to *present* the image by calling `present`.
|
|
|
|
//
|
|
|
|
// This function does not actually present the image immediately. Instead it submits a
|
|
|
|
// present command at the end of the queue. This means that it will only be presented once
|
|
|
|
// the GPU has finished executing the command buffer that draws the triangle.
|
|
|
|
.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
|
|
|
}
|
|
|
|
_ => (),
|
2018-02-14 07:51:52 +00:00
|
|
|
}
|
2020-01-23 07:37:12 +00:00
|
|
|
});
|
2016-02-18 08:33:06 +00:00
|
|
|
}
|
2018-10-27 21:16:30 +00:00
|
|
|
|
2018-10-28 03:02:29 +00:00
|
|
|
/// This method is called once during initialization, then again whenever the window is resized
|
2018-10-27 21:16:30 +00:00
|
|
|
fn window_size_dependent_setup(
|
|
|
|
images: &[Arc<SwapchainImage<Window>>],
|
2019-07-02 08:25:58 +00:00
|
|
|
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
|
2020-05-10 00:36:20 +00:00
|
|
|
dynamic_state: &mut DynamicState,
|
2019-07-02 08:25:58 +00:00
|
|
|
) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
|
2018-10-27 21:16:30 +00:00
|
|
|
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,
|
2018-10-27 21:16:30 +00:00
|
|
|
};
|
2020-05-10 00:36:20 +00:00
|
|
|
dynamic_state.viewports = Some(vec![viewport]);
|
|
|
|
|
|
|
|
images
|
|
|
|
.iter()
|
|
|
|
.map(|image| {
|
|
|
|
Arc::new(
|
|
|
|
Framebuffer::start(render_pass.clone())
|
|
|
|
.add(image.clone())
|
|
|
|
.unwrap()
|
|
|
|
.build()
|
|
|
|
.unwrap(),
|
|
|
|
) as Arc<dyn FramebufferAbstract + Send + Sync>
|
|
|
|
})
|
|
|
|
.collect::<Vec<_>>()
|
2018-10-27 21:16:30 +00:00
|
|
|
}
|