vulkano/examples/src/bin/triangle-v1_3.rs

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// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.
// Welcome to the triangle example!
//
// This is the only example that is entirely detailed. All the other examples avoid code
// duplication by using helper functions.
//
// This example assumes that you are already more or less familiar with graphics programming
// and that you want to learn Vulkan. This means that for example it won't go into details about
// what a vertex or a shader is.
//
// This version of the triangle example is written for Vulkan 1.3 and higher, using dynamic
// rendering instead of render pass and framebuffer objects. If your device does not support
// Vulkan 1.3, or if you want to see how to support older versions, see the original triangle
// example.
use bytemuck::{Pod, Zeroable};
use std::sync::Arc;
use vulkano::{
buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess},
command_buffer::{
AutoCommandBufferBuilder, CommandBufferUsage, RenderingAttachmentInfo, RenderingInfo,
},
device::{
physical::{PhysicalDevice, PhysicalDeviceType},
Device, DeviceCreateInfo, DeviceExtensions, Features, QueueCreateInfo,
},
image::{view::ImageView, ImageAccess, ImageUsage, SwapchainImage},
impl_vertex,
instance::{Instance, InstanceCreateInfo},
pipeline::{
graphics::{
input_assembly::InputAssemblyState,
render_pass::PipelineRenderingCreateInfo,
vertex_input::BuffersDefinition,
viewport::{Viewport, ViewportState},
},
GraphicsPipeline,
},
render_pass::{LoadOp, StoreOp},
swapchain::{
acquire_next_image, AcquireError, Swapchain, SwapchainCreateInfo, SwapchainCreationError,
},
sync::{self, FlushError, GpuFuture},
Version, VulkanLibrary,
};
use vulkano_win::VkSurfaceBuild;
use winit::{
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::{Window, WindowBuilder},
};
fn main() {
// The first step of any Vulkan program is to create an instance.
//
// When we create an instance, we have to pass a list of extensions that we want to enable.
//
// All the window-drawing functionalities are part of non-core extensions that we need
// to enable manually. To do so, we ask the `vulkano_win` crate for the list of extensions
// required to draw to a window.
let library = VulkanLibrary::new().unwrap();
let required_extensions = vulkano_win::required_extensions(&library);
// Now creating the instance.
let instance = Instance::new(
library,
InstanceCreateInfo {
enabled_extensions: required_extensions,
// Enable enumerating devices that use non-conformant vulkan implementations. (ex. MoltenVK)
enumerate_portability: true,
..Default::default()
},
)
.unwrap();
// The objective of this example is to draw a triangle on a window. To do so, we first need to
// create the window.
//
// This is done by creating a `WindowBuilder` from the `winit` crate, then calling the
// `build_vk_surface` method provided by the `VkSurfaceBuild` trait from `vulkano_win`. If you
// ever get an error about `build_vk_surface` being undefined in one of your projects, this
// probably means that you forgot to import this trait.
//
// This returns a `vulkano::swapchain::Surface` object that contains both a cross-platform winit
// window and a cross-platform Vulkan surface that represents the surface of the window.
let event_loop = EventLoop::new();
let surface = WindowBuilder::new()
.build_vk_surface(&event_loop, instance.clone())
.unwrap();
// Choose device extensions that we're going to use.
// In order to present images to a surface, we need a `Swapchain`, which is provided by the
// `khr_swapchain` extension.
let device_extensions = DeviceExtensions {
khr_swapchain: true,
..DeviceExtensions::empty()
};
// We then choose which physical device to use. First, we enumerate all the available physical
// devices, then apply filters to narrow them down to those that can support our needs.
let (physical_device, queue_family) = PhysicalDevice::enumerate(&instance)
.filter(|&p| {
// For this example, we require at least Vulkan 1.3.
p.api_version() >= Version::V1_3
})
.filter(|&p| {
// Some devices may not support the extensions or features that your application, or
// report properties and limits that are not sufficient for your application. These
// should be filtered out here.
p.supported_extensions().contains(&device_extensions)
})
.filter_map(|p| {
// For each physical device, we try to find a suitable queue family that will execute
// our draw commands.
//
// Devices can provide multiple queues to run commands in parallel (for example a draw
// queue and a compute queue), similar to CPU threads. This is something you have to
// have to manage manually in Vulkan. Queues of the same type belong to the same
// queue family.
//
// Here, we look for a single queue family that is suitable for our purposes. In a
// real-life application, you may want to use a separate dedicated transfer queue to
// handle data transfers in parallel with graphics operations. You may also need a
// separate queue for compute operations, if your application uses those.
p.queue_families()
.find(|&q| {
// We select a queue family that supports graphics operations. When drawing to
// a window surface, as we do in this example, we also need to check that queues
// in this queue family are capable of presenting images to the surface.
q.supports_graphics() && q.supports_surface(&surface).unwrap_or(false)
})
// The code here searches for the first queue family that is suitable. If none is
// found, `None` is returned to `filter_map`, which disqualifies this physical
// device.
.map(|q| (p, q))
})
// All the physical devices that pass the filters above are suitable for the application.
// However, not every device is equal, some are preferred over others. Now, we assign
// each physical device a score, and pick the device with the
// lowest ("best") score.
//
// In this example, we simply select the best-scoring device to use in the application.
// In a real-life setting, you may want to use the best-scoring device only as a
// "default" or "recommended" device, and let the user choose the device themselves.
.min_by_key(|(p, _)| {
// We assign a lower score to device types that are likely to be faster/better.
match p.properties().device_type {
PhysicalDeviceType::DiscreteGpu => 0,
PhysicalDeviceType::IntegratedGpu => 1,
PhysicalDeviceType::VirtualGpu => 2,
PhysicalDeviceType::Cpu => 3,
PhysicalDeviceType::Other => 4,
_ => 5,
}
})
.expect("No suitable physical device found");
// Some little debug infos.
println!(
"Using device: {} (type: {:?})",
physical_device.properties().device_name,
physical_device.properties().device_type,
);
// Now initializing the device. This is probably the most important object of Vulkan.
//
// The iterator of created queues is returned by the function alongside the device.
let (device, mut queues) = Device::new(
// Which physical device to connect to.
physical_device,
DeviceCreateInfo {
// A list of optional features and extensions that our program needs to work correctly.
// Some parts of the Vulkan specs are optional and must be enabled manually at device
// creation. In this example the only thing we are going to need is the `khr_swapchain`
// extension that allows us to draw to a window.
enabled_extensions: device_extensions,
// In order to render with Vulkan 1.3's dynamic rendering, we need to enable it here.
// Otherwise, we are only allowed to render with a render pass object, as in the
// standard triangle example. The feature is required to be supported on Vulkan 1.3 and
// higher, so we don't need to check for support.
enabled_features: Features {
dynamic_rendering: true,
..Features::empty()
},
// The list of queues that we are going to use. Here we only use one queue, from the
// previously chosen queue family.
queue_create_infos: vec![QueueCreateInfo::family(queue_family)],
..Default::default()
},
)
.unwrap();
// Since we can request multiple queues, the `queues` variable is in fact an iterator. We
// only use one queue in this example, so we just retrieve the first and only element of the
// iterator.
let queue = queues.next().unwrap();
// Before we can draw on the surface, we have to create what is called a swapchain. Creating
// a swapchain allocates the color buffers that will contain the image that will ultimately
// be visible on the screen. These images are returned alongside the swapchain.
let (mut swapchain, images) = {
// Querying the capabilities of the surface. When we create the swapchain we can only
// pass values that are allowed by the capabilities.
let surface_capabilities = physical_device
.surface_capabilities(&surface, Default::default())
.unwrap();
// Choosing the internal format that the images will have.
let image_format = Some(
physical_device
.surface_formats(&surface, Default::default())
.unwrap()[0]
.0,
);
// Please take a look at the docs for the meaning of the parameters we didn't mention.
Swapchain::new(
device.clone(),
surface.clone(),
SwapchainCreateInfo {
min_image_count: surface_capabilities.min_image_count,
image_format,
// The dimensions of the window, only used to initially setup the swapchain.
// NOTE:
// On some drivers the swapchain dimensions are specified by
// `surface_capabilities.current_extent` and the swapchain size must use these
// dimensions.
// These dimensions are always the same as the window dimensions.
//
// However, other drivers don't specify a value, i.e.
// `surface_capabilities.current_extent` is `None`. These drivers will allow
// anything, but the only sensible value is the window
// dimensions.
//
// Both of these cases need the swapchain to use the window dimensions, so we just
// use that.
image_extent: surface.window().inner_size().into(),
image_usage: ImageUsage {
color_attachment: true,
..ImageUsage::empty()
},
// The alpha mode indicates how the alpha value of the final image will behave. For
// example, you can choose whether the window will be opaque or transparent.
composite_alpha: surface_capabilities
.supported_composite_alpha
.iter()
.next()
.unwrap(),
..Default::default()
},
)
.unwrap()
};
// We now create a buffer that will store the shape of our triangle.
// We use #[repr(C)] here to force rustc to not do anything funky with our data, although for this
// particular example, it doesn't actually change the in-memory representation.
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, Zeroable, Pod)]
struct Vertex {
position: [f32; 2],
}
impl_vertex!(Vertex, position);
let vertices = [
Vertex {
position: [-0.5, -0.25],
},
Vertex {
position: [0.0, 0.5],
},
Vertex {
position: [0.25, -0.1],
},
];
let vertex_buffer = CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage {
vertex_buffer: true,
..BufferUsage::empty()
},
false,
vertices,
)
.unwrap();
// The next step is to create the shaders.
//
// The raw shader creation API provided by the vulkano library is unsafe for various
// reasons, so The `shader!` macro provides a way to generate a Rust module from GLSL
// source - in the example below, the source is provided as a string input directly to
// the shader, but a path to a source file can be provided as well. Note that the user
// must specify the type of shader (e.g., "vertex," "fragment, etc.") using the `ty`
// option of the macro.
//
// The module generated by the `shader!` macro includes a `load` function which loads
// the shader using an input logical device. The module also includes type definitions
// for layout structures defined in the shader source, for example, uniforms and push
// constants.
//
// A more detailed overview of what the `shader!` macro generates can be found in the
// `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/
mod vs {
vulkano_shaders::shader! {
ty: "vertex",
src: "
#version 450
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
"
}
}
mod fs {
vulkano_shaders::shader! {
ty: "fragment",
src: "
#version 450
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}
"
}
}
let vs = vs::load(device.clone()).unwrap();
let fs = fs::load(device.clone()).unwrap();
// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
// implicitly does a lot of computation whenever you draw. In Vulkan, you have to do all this
// manually.
// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
// program, but much more specific.
let pipeline = GraphicsPipeline::start()
// We describe the formats of attachment images where the colors, depth and/or stencil
// information will be written. The pipeline will only be usable with this particular
// configuration of the attachment images.
.render_pass(PipelineRenderingCreateInfo {
// We specify a single color attachment that will be rendered to. When we begin
// rendering, we will specify a swapchain image to be used as this attachment, so here
// we set its format to be the same format as the swapchain.
color_attachment_formats: vec![Some(swapchain.image_format())],
..Default::default()
})
// We need to indicate the layout of the vertices.
.vertex_input_state(BuffersDefinition::new().vertex::<Vertex>())
// The content of the vertex buffer describes a list of triangles.
.input_assembly_state(InputAssemblyState::new())
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
// which one.
.vertex_shader(vs.entry_point("main").unwrap(), ())
// Use a resizable viewport set to draw over the entire window
.viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant())
// See `vertex_shader`.
.fragment_shader(fs.entry_point("main").unwrap(), ())
// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
.build(device.clone())
.unwrap();
// Dynamic viewports allow us to recreate just the viewport when the window is resized
// Otherwise we would have to recreate the whole pipeline.
let mut viewport = Viewport {
origin: [0.0, 0.0],
dimensions: [0.0, 0.0],
depth_range: 0.0..1.0,
};
// When creating the swapchain, we only created plain images. To use them as an attachment for
// rendering, we must wrap then in an image view.
//
// Since we need to draw to multiple images, we are going to create a different image view for
// each image.
let mut attachment_image_views = window_size_dependent_setup(&images, &mut viewport);
// Initialization is finally finished!
// 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;
// In the loop below we are going to submit commands to the GPU. Submitting a command produces
// an object that implements the `GpuFuture` trait, which holds the resources for as long as
// they are in use by the GPU.
//
// Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to avoid
// that, we store the submission of the previous frame here.
let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
*control_flow = ControlFlow::Exit;
}
Event::WindowEvent {
event: WindowEvent::Resized(_),
..
} => {
recreate_swapchain = true;
}
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 (new_swapchain, new_images) =
match swapchain.recreate(SwapchainCreateInfo {
image_extent: surface.window().inner_size().into(),
..swapchain.create_info()
}) {
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::ImageExtentNotSupported { .. }) => return,
Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
};
swapchain = new_swapchain;
// Now that we have new swapchain images, we must create new image views from
// them as well.
attachment_image_views =
window_size_dependent_setup(&new_images, &mut viewport);
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.
let (image_num, suboptimal, acquire_future) =
match 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),
};
// 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;
}
// 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.
let mut builder = AutoCommandBufferBuilder::primary(
device.clone(),
queue.family(),
CommandBufferUsage::OneTimeSubmit,
)
.unwrap();
builder
// Before we can draw, we have to *enter a render pass*. We specify which
// attachments we are going to use for rendering here, which needs to match
// what was previously specified when creating the pipeline.
.begin_rendering(RenderingInfo {
// As before, we specify one color attachment, but now we specify
// the image view to use as well as how it should be used.
color_attachments: vec![Some(RenderingAttachmentInfo {
// `Clear` means that we ask the GPU to clear the content of this
// attachment at the start of rendering.
load_op: LoadOp::Clear,
// `Store` means that we ask the GPU to store the rendered output
// in the attachment image. We could also ask it to discard the result.
store_op: StoreOp::Store,
// The value to clear the attachment with. Here we clear it with a
// blue color.
//
// Only attachments that have `LoadOp::Clear` are provided with
// clear values, any others should use `None` as the clear value.
clear_value: Some([0.0, 0.0, 1.0, 1.0].into()),
..RenderingAttachmentInfo::image_view(
// We specify image view corresponding to the currently acquired
// swapchain image, to use for this attachment.
attachment_image_views[image_num].clone(),
)
})],
..Default::default()
})
.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 `()`.
.set_viewport(0, [viewport.clone()])
.bind_pipeline_graphics(pipeline.clone())
.bind_vertex_buffers(0, vertex_buffer.clone())
.draw(vertex_buffer.len() as u32, 1, 0, 0)
.unwrap()
// We leave the render pass.
.end_rendering()
.unwrap();
// Finish building the command buffer by calling `build`.
let command_buffer = builder.build().unwrap();
let future = previous_frame_end
.take()
.unwrap()
.join(acquire_future)
.then_execute(queue.clone(), command_buffer)
.unwrap()
// 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) => {
previous_frame_end = Some(future.boxed());
}
Err(FlushError::OutOfDate) => {
recreate_swapchain = true;
previous_frame_end = Some(sync::now(device.clone()).boxed());
}
Err(e) => {
println!("Failed to flush future: {:?}", e);
previous_frame_end = Some(sync::now(device.clone()).boxed());
}
}
}
_ => (),
}
});
}
/// This method is called once during initialization, then again whenever the window is resized
fn window_size_dependent_setup(
images: &[Arc<SwapchainImage<Window>>],
viewport: &mut Viewport,
) -> Vec<Arc<ImageView<SwapchainImage<Window>>>> {
let dimensions = images[0].dimensions().width_height();
viewport.dimensions = [dimensions[0] as f32, dimensions[1] as f32];
images
.iter()
.map(|image| ImageView::new_default(image.clone()).unwrap())
.collect::<Vec<_>>()
}