2022-05-29 16:53:36 +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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// 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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//
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// This version of the triangle example is written for Vulkan 1.3 and higher, using dynamic
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// rendering instead of render pass and framebuffer objects. If your device does not support
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// Vulkan 1.3, or if you want to see how to support older versions, see the original triangle
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// example.
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use bytemuck::{Pod, Zeroable};
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use std::sync::Arc;
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use vulkano::{
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buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess},
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command_buffer::{
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AutoCommandBufferBuilder, CommandBufferUsage, RenderingAttachmentInfo, RenderingInfo,
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},
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device::{
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physical::{PhysicalDevice, PhysicalDeviceType},
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Device, DeviceCreateInfo, DeviceExtensions, Features, QueueCreateInfo,
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},
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image::{view::ImageView, ImageAccess, ImageUsage, SwapchainImage},
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impl_vertex,
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instance::{Instance, InstanceCreateInfo},
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pipeline::{
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graphics::{
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input_assembly::InputAssemblyState,
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render_pass::PipelineRenderingCreateInfo,
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vertex_input::BuffersDefinition,
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viewport::{Viewport, ViewportState},
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},
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GraphicsPipeline,
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},
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render_pass::{LoadOp, StoreOp},
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swapchain::{
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acquire_next_image, AcquireError, Swapchain, SwapchainCreateInfo, SwapchainCreationError,
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},
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sync::{self, FlushError, GpuFuture},
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2022-07-30 06:53:52 +00:00
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Version, VulkanLibrary,
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};
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use vulkano_win::VkSurfaceBuild;
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use winit::{
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
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};
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fn main() {
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// The first step of any Vulkan program is to create an instance.
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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 library = VulkanLibrary::new().unwrap();
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let required_extensions = vulkano_win::required_extensions(&library);
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// Now creating the instance.
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let instance = Instance::new(
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library,
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InstanceCreateInfo {
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enabled_extensions: required_extensions,
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// Enable enumerating devices that use non-conformant vulkan implementations. (ex. MoltenVK)
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enumerate_portability: true,
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..Default::default()
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},
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)
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.unwrap();
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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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// probably means that you forgot to import this trait.
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//
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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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// Choose device extensions that we're going to use.
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// In order to present images to a surface, we need a `Swapchain`, which is provided by the
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// `khr_swapchain` extension.
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let device_extensions = DeviceExtensions {
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khr_swapchain: true,
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..DeviceExtensions::empty()
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};
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// We then choose which physical device to use. First, we enumerate all the available physical
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// devices, then apply filters to narrow them down to those that can support our needs.
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let (physical_device, queue_family) = PhysicalDevice::enumerate(&instance)
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.filter(|&p| {
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// For this example, we require at least Vulkan 1.3.
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p.api_version() >= Version::V1_3
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})
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.filter(|&p| {
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// Some devices may not support the extensions or features that your application, or
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// report properties and limits that are not sufficient for your application. These
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// should be filtered out here.
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p.supported_extensions().contains(&device_extensions)
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})
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.filter_map(|p| {
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// For each physical device, we try to find a suitable queue family that will execute
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// 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
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// queue and a compute queue), similar to CPU threads. This is something you have to
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// have to manage manually in Vulkan. Queues of the same type belong to the same
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// queue family.
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//
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// Here, we look for a single queue family that is suitable for our purposes. In a
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// real-life application, you may want to use a separate dedicated transfer queue to
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// handle data transfers in parallel with graphics operations. You may also need a
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// separate queue for compute operations, if your application uses those.
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p.queue_families()
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.find(|&q| {
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// We select a queue family that supports graphics operations. When drawing to
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// a window surface, as we do in this example, we also need to check that queues
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// in this queue family are capable of presenting images to the surface.
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q.supports_graphics() && q.supports_surface(&surface).unwrap_or(false)
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})
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// The code here searches for the first queue family that is suitable. If none is
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// found, `None` is returned to `filter_map`, which disqualifies this physical
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// device.
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.map(|q| (p, q))
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})
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// All the physical devices that pass the filters above are suitable for the application.
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// However, not every device is equal, some are preferred over others. Now, we assign
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// each physical device a score, and pick the device with the
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// lowest ("best") score.
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//
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// In this example, we simply select the best-scoring device to use in the application.
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// In a real-life setting, you may want to use the best-scoring device only as a
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// "default" or "recommended" device, and let the user choose the device themselves.
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.min_by_key(|(p, _)| {
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// We assign a lower score to device types that are likely to be faster/better.
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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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_ => 5,
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}
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})
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.expect("No suitable physical device found");
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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_device.properties().device_name,
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physical_device.properties().device_type,
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);
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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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// The iterator of created queues is returned by the function alongside the device.
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let (device, mut queues) = Device::new(
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// Which physical device to connect to.
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physical_device,
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DeviceCreateInfo {
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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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enabled_extensions: device_extensions,
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// In order to render with Vulkan 1.3's dynamic rendering, we need to enable it here.
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// Otherwise, we are only allowed to render with a render pass object, as in the
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// standard triangle example. The feature is required to be supported on Vulkan 1.3 and
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// higher, so we don't need to check for support.
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enabled_features: Features {
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dynamic_rendering: true,
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..Features::empty()
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},
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// The list of queues that we are going to use. Here we only use one queue, from the
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// previously chosen queue family.
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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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// Since we can request multiple queues, the `queues` variable is in fact an iterator. We
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// only use one queue in this example, so we just retrieve the first and only element of the
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// iterator.
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let queue = queues.next().unwrap();
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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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// 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 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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let surface_capabilities = physical_device
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.surface_capabilities(&surface, Default::default())
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.unwrap();
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// Choosing the internal format that the images will have.
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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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// Please take a look at the docs for the meaning of the parameters we didn't mention.
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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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// 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
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// `surface_capabilities.current_extent` and the swapchain size must use these
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// 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 don't specify a value, i.e.
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// `surface_capabilities.current_extent` is `None`. These drivers will allow
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// anything, but the only sensible value is the window
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// dimensions.
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//
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// Both of these cases need the swapchain to use the window dimensions, so we just
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// use that.
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image_extent: surface.window().inner_size().into(),
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image_usage: ImageUsage {
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color_attachment: true,
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..ImageUsage::empty()
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},
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// The alpha mode indicates how the alpha value of the final image will behave. For
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// example, you can choose whether the window will be opaque or transparent.
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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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// We now create a buffer that will store the shape of our triangle.
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// We use #[repr(C)] here to force rustc to not do anything funky with our data, although for this
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// particular example, it doesn't actually change the in-memory representation.
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#[repr(C)]
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#[derive(Clone, Copy, Debug, Default, Zeroable, Pod)]
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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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let vertices = [
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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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let vertex_buffer = CpuAccessibleBuffer::from_iter(
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device.clone(),
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BufferUsage {
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vertex_buffer: true,
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..BufferUsage::empty()
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},
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false,
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vertices,
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)
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.unwrap();
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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
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// reasons, so The `shader!` macro provides a way to generate a Rust module from GLSL
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// source - in the example below, the source is provided as a string input directly to
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// the shader, but a path to a source file can be provided as well. Note that the user
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// must specify the type of shader (e.g., "vertex," "fragment, etc.") using the `ty`
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// option of the macro.
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//
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// The module generated by the `shader!` macro includes a `load` function which loads
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// the shader using an input logical device. The module also includes type definitions
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// for layout structures defined in the shader source, for example, uniforms and push
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// constants.
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//
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// A more detailed overview of what the `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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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 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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let vs = vs::load(device.clone()).unwrap();
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let fs = fs::load(device.clone()).unwrap();
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// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
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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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// manually.
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// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
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// program, but much more specific.
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let pipeline = GraphicsPipeline::start()
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// We describe the formats of attachment images where the colors, depth and/or stencil
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// information will be written. The pipeline will only be usable with this particular
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// configuration of the attachment images.
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.render_pass(PipelineRenderingCreateInfo {
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// We specify a single color attachment that will be rendered to. When we begin
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// rendering, we will specify a swapchain image to be used as this attachment, so here
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// we set its format to be the same format as the swapchain.
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color_attachment_formats: vec![Some(swapchain.image_format())],
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..Default::default()
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})
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// We need to indicate the layout of the vertices.
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.vertex_input_state(BuffersDefinition::new().vertex::<Vertex>())
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// The content of the vertex buffer describes a list of triangles.
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.input_assembly_state(InputAssemblyState::new())
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// A Vulkan shader can in theory contain multiple entry points, so we have to specify
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// which one.
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.vertex_shader(vs.entry_point("main").unwrap(), ())
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// Use a resizable viewport set to draw over the entire window
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.viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant())
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// See `vertex_shader`.
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.fragment_shader(fs.entry_point("main").unwrap(), ())
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// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
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.build(device.clone())
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.unwrap();
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// Dynamic viewports allow us to recreate just the viewport when the window is resized
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// Otherwise we would have to recreate the whole pipeline.
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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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// When creating the swapchain, we only created plain images. To use them as an attachment for
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// rendering, we must wrap then in an image view.
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//
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// Since we need to draw to multiple images, we are going to create a different image view for
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// each image.
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let mut attachment_image_views = window_size_dependent_setup(&images, &mut viewport);
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// Initialization is finally finished!
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// In some situations, the swapchain will become invalid by itself. This includes for example
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// when the window is resized (as the images of the swapchain will no longer match the
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// window's) or, on Android, when the application went to the background and goes back to the
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// foreground.
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//
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// In this situation, acquiring a swapchain image or presenting it will return an error.
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// Rendering to an image of that swapchain will not produce any error, but may or may not work.
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// To continue rendering, we need to recreate the swapchain by creating a new swapchain.
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// Here, we remember that we need to do this for the next loop iteration.
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let mut recreate_swapchain = false;
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// In the loop below we are going to submit commands to the GPU. Submitting a command produces
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// an object that implements the `GpuFuture` trait, which holds the resources for as long as
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// they are in use by the GPU.
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//
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// Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to avoid
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// that, we store the submission of the previous frame here.
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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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// It is important to call this function from time to time, otherwise resources will keep
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// accumulating and you will eventually reach an out of memory error.
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// Calling this function polls various fences in order to determine what the GPU has
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// already processed, and frees the resources that are no longer needed.
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previous_frame_end.as_mut().unwrap().cleanup_finished();
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// Whenever the window resizes we need to recreate everything dependent on the window size.
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// In this example that includes the swapchain, the framebuffers and the dynamic state viewport.
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if recreate_swapchain {
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// Get the new dimensions of the window.
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let (new_swapchain, new_images) =
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match swapchain.recreate(SwapchainCreateInfo {
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image_extent: surface.window().inner_size().into(),
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..swapchain.create_info()
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}) {
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Ok(r) => r,
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// This error tends to happen when the user is manually resizing the window.
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// Simply restarting the loop is the easiest way to fix this issue.
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Err(SwapchainCreationError::ImageExtentNotSupported { .. }) => 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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// Now that we have new swapchain images, we must create new image views from
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// them as well.
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attachment_image_views =
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window_size_dependent_setup(&new_images, &mut viewport);
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recreate_swapchain = false;
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}
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// Before we can draw on the output, we have to *acquire* an image from the swapchain. If
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// no image is available (which happens if you submit draw commands too quickly), then the
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// function will block.
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// This operation returns the index of the image that we are allowed to draw upon.
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//
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// This function can block if no image is available. The parameter is an optional timeout
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// after which the function call will return an error.
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let (image_num, suboptimal, acquire_future) =
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match 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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// acquire_next_image can be successful, but suboptimal. This means that the swapchain image
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// will still work, but it may not display correctly. With some drivers this can be when
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// the window resizes, but it may not cause the swapchain to become out of date.
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if suboptimal {
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recreate_swapchain = true;
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}
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// In order to draw, we have to build a *command buffer*. The command buffer object holds
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// the list of commands that are going to be executed.
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//
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// Building a command buffer is an expensive operation (usually a few hundred
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// microseconds), but it is known to be a hot path in the driver and is expected to be
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// optimized.
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//
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// Note that we have to pass a queue family when we create the command buffer. The command
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// buffer will only be executable on that given queue family.
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let mut builder = AutoCommandBufferBuilder::primary(
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device.clone(),
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queue.family(),
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CommandBufferUsage::OneTimeSubmit,
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)
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.unwrap();
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builder
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// Before we can draw, we have to *enter a render pass*. We specify which
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// attachments we are going to use for rendering here, which needs to match
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// what was previously specified when creating the pipeline.
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.begin_rendering(RenderingInfo {
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// As before, we specify one color attachment, but now we specify
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// the image view to use as well as how it should be used.
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color_attachments: vec![Some(RenderingAttachmentInfo {
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// `Clear` means that we ask the GPU to clear the content of this
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// attachment at the start of rendering.
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load_op: LoadOp::Clear,
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// `Store` means that we ask the GPU to store the rendered output
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// in the attachment image. We could also ask it to discard the result.
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store_op: StoreOp::Store,
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// The value to clear the attachment with. Here we clear it with a
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// blue color.
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//
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// Only attachments that have `LoadOp::Clear` are provided with
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// clear values, any others should use `None` as the clear value.
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clear_value: Some([0.0, 0.0, 1.0, 1.0].into()),
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..RenderingAttachmentInfo::image_view(
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// We specify image view corresponding to the currently acquired
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// swapchain image, to use for this attachment.
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attachment_image_views[image_num].clone(),
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)
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})],
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..Default::default()
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})
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.unwrap()
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// We are now inside the first subpass of the render pass. We add a draw command.
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//
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// The last two parameters contain the list of resources to pass to the shaders.
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// Since we used an `EmptyPipeline` object, the objects have to be `()`.
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.set_viewport(0, [viewport.clone()])
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.bind_pipeline_graphics(pipeline.clone())
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.bind_vertex_buffers(0, vertex_buffer.clone())
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.draw(vertex_buffer.len() as u32, 1, 0, 0)
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.unwrap()
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// We leave the render pass.
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.end_rendering()
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.unwrap();
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// Finish building the command buffer by calling `build`.
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let command_buffer = builder.build().unwrap();
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let future = previous_frame_end
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.take()
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.unwrap()
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.join(acquire_future)
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.then_execute(queue.clone(), command_buffer)
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.unwrap()
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// The color output is now expected to contain our triangle. But in order to show it on
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// the screen, we have to *present* the image by calling `present`.
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//
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// This function does not actually present the image immediately. Instead it submits a
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// present command at the end of the queue. This means that it will only be presented once
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// the GPU has finished executing the command buffer that draws the triangle.
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.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
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.then_signal_fence_and_flush();
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match future {
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Ok(future) => {
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previous_frame_end = Some(future.boxed());
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}
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Err(FlushError::OutOfDate) => {
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recreate_swapchain = true;
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previous_frame_end = Some(sync::now(device.clone()).boxed());
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}
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Err(e) => {
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println!("Failed to flush future: {:?}", e);
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previous_frame_end = Some(sync::now(device.clone()).boxed());
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}
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}
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}
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_ => (),
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}
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});
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}
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/// This method is called once during initialization, then again whenever the window is resized
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fn window_size_dependent_setup(
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images: &[Arc<SwapchainImage<Window>>],
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viewport: &mut Viewport,
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) -> Vec<Arc<ImageView<SwapchainImage<Window>>>> {
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let dimensions = images[0].dimensions().width_height();
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viewport.dimensions = [dimensions[0] as f32, dimensions[1] as f32];
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images
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.iter()
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.map(|image| ImageView::new_default(image.clone()).unwrap())
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.collect::<Vec<_>>()
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}
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