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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// The `vulkano` crate is the main crate that you must use to use Vulkan.
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2016-02-18 08:59:54 +00:00
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#[macro_use]
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extern crate vulkano;
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2016-05-01 16:21:02 +00:00
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// However the Vulkan library doesn't provide any functionality to create and handle windows, as
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2016-04-29 08:28:20 +00:00
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// this would be out of scope. In order to open a window, we are going to use the `winit` crate.
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2016-02-28 16:21:01 +00:00
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extern crate winit;
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// The `vulkano_win` crate is the link between `vulkano` and `winit`. Vulkano doesn't know about
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// winit, and winit doesn't know about vulkano, so import a crate that will provide a link between
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// the two.
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extern crate vulkano_win;
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2016-04-23 11:32:31 +00:00
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use vulkano_win::VkSurfaceBuild;
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use vulkano::buffer::BufferUsage;
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use vulkano::buffer::CpuAccessibleBuffer;
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use vulkano::command_buffer;
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use vulkano::command_buffer::CommandBufferPool;
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use vulkano::command_buffer::DynamicState;
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use vulkano::command_buffer::PrimaryCommandBufferBuilder;
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use vulkano::command_buffer::Submission;
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use vulkano::descriptor::pipeline_layout::EmptyPipeline;
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use vulkano::device::Device;
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use vulkano::framebuffer::Framebuffer;
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use vulkano::framebuffer::Subpass;
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use vulkano::instance::Instance;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::pipeline::GraphicsPipelineParams;
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use vulkano::pipeline::blend::Blend;
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use vulkano::pipeline::depth_stencil::DepthStencil;
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use vulkano::pipeline::input_assembly::InputAssembly;
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use vulkano::pipeline::multisample::Multisample;
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use vulkano::pipeline::vertex::SingleBufferDefinition;
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use vulkano::pipeline::viewport::ViewportsState;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano::pipeline::viewport::Scissor;
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use vulkano::swapchain::SurfaceTransform;
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use vulkano::swapchain::Swapchain;
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2016-02-18 08:59:54 +00:00
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use std::sync::Arc;
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use std::ffi::OsStr;
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use std::mem;
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use std::ptr;
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use std::time::Duration;
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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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let instance = {
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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 extensions = vulkano_win::required_extensions();
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// Now creating the instance.
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Instance::new(None, &extensions, None).expect("failed to create Vulkan instance")
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};
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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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// - 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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//
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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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let physical = vulkano::instance::PhysicalDevice::enumerate(&instance)
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.next().expect("no device available");
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// Some little debug infos.
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println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
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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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// probably means taht you forgot to import this trait.
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//
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// This returns a `vulkano_win::Window` 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 window = winit::WindowBuilder::new().build_vk_surface(&instance).unwrap();
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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 = physical.queue_families().find(|q| {
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// We take the first queue that supports drawing to our window.
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q.supports_graphics() && window.surface().is_supported(q).unwrap_or(false)
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}).expect("couldn't find a graphical queue family");
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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, queues) = {
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let device_ext = vulkano::device::DeviceExtensions {
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khr_swapchain: true,
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.. vulkano::device::DeviceExtensions::none()
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};
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Device::new(&physical, physical.supported_features(), &device_ext, None,
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[(queue, 0.5)].iter().cloned()).expect("failed to create device")
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};
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2016-04-29 08:28:20 +00:00
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// Since we can request multiple queues, the `queues` variable is in fact a `Vec`. In this
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// example we use only one queue, so we just retreive the first and only element of the `Vec`
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// and throw away the `Vec` itself.
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let queue = queues.into_iter().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 with the swapchain.
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let (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 caps = window.surface().get_capabilities(&physical)
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.expect("failed to get surface capabilities");
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// We choose the dimensions of the swapchain to match the current dimensions of the window.
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// If `caps.current_extent` is `None`, this means that the window size will be determined
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// by the dimensions of the swapchain, in which case we just use a default value.
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let dimensions = caps.current_extent.unwrap_or([1280, 1024]);
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// The present mode determines the way the images will be presented on the screen. This
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// includes things such as vsync and will affect the framerate of your application. We just
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// use the first supported value, but you probably want to leave that choice to the user.
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let present = caps.present_modes[0];
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// The alpha mode indicates how the alpha value of the final image will behave. For example
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// you can choose whether the window will be opaque or transparent.
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let alpha = caps.supported_composite_alpha[0];
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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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// Please take a look at the docs for the meaning of the parameters we didn't mention.
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Swapchain::new(&device, &window.surface(), 2, format, dimensions, 1,
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&caps.supported_usage_flags, &queue, SurfaceTransform::Identity, alpha,
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present, true, None).expect("failed to create swapchain")
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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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let buffer = CpuAccessibleBuffer::<[Vertex]>::array(&device, 3, &BufferUsage::all(),
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Some(queue.family()))
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.expect("failed to create buffer");
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struct Vertex { position: [f32; 2] }
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impl_vertex!(Vertex, position);
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// The buffer that we created contains uninitialized data.
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// In order to fill it with data, we have to write to it.
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{
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// The `write` function would return `Err` if the buffer was in use by the GPU or
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// another CPU thread. This obviously can't happen here.
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let mut mapping = buffer.write(Duration::new(0, 0)).unwrap();
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mapping[0].position = [-0.5, -0.25];
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mapping[1].position = [0.0, 0.5];
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mapping[2].position = [0.25, -0.1];
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}
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buffer
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};
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2016-02-18 08:59:54 +00:00
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// The next step is to create the shaders.
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//
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// The shader creation API provided by the vulkano library is unsafe, for various reasons.
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//
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// Instead, in our build script we used the `vulkano-shaders` crate to parse our shaders at
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// compile time and provide a safe wrapper over vulkano's API. See the `build.rs` file at the
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// root of the crate. You can find the shaders' source code in the `triangle_fs.glsl` and
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// `triangle_vs.glsl` files.
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//
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// The author knows that this system is crappy and that it would be far better to use a plugin.
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// Unfortunately plugins aren't available in stable Rust yet.
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//
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// The code generated by the build script created a struct named `TriangleShader`, which we
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// can now use to load the shader.
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//
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// Because of some restrictions with the `include!` macro, we need to use a module.
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mod vs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/triangle_vs.glsl")} }
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let vs = vs::Shader::load(&device).expect("failed to create shader module");
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mod fs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/triangle_fs.glsl")} }
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let fs = fs::Shader::load(&device).expect("failed to create shader module");
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// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
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// implicitely 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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2016-02-18 09:55:58 +00:00
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// We are going to create a command buffer below. Command buffers need to be allocated
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// from a *command buffer pool*, so we create the pool.
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let cb_pool = CommandBufferPool::new(&device, &queue.family());
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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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// 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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mod render_pass {
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use vulkano::format::Format;
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// Calling this macro creates multiple structs based on the macro's parameters:
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//
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// - `CustomRenderPass` is the main struct that represents the render pass.
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// - `Formats` can be used to indicate the list of the formats of the attachments.
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// - `AList` can be used to indicate the actual list of images that are attached.
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//
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// Render passes can also have multiple subpasses, the only restriction being that all
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// the passes will use the same framebuffer dimensions. Here we only have one pass, so
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// we use the appropriate macro.
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single_pass_renderpass!{
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attachments: {
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// `color` is a custom name we give to the first and onle 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
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// generic `vulkano::format::Format` enum because we don't know the format in
|
|
|
|
// advance.
|
|
|
|
format: Format,
|
2016-02-28 16:21:01 +00:00
|
|
|
}
|
|
|
|
},
|
|
|
|
pass: {
|
2016-04-29 08:28:20 +00:00
|
|
|
// We use the attachment named `color` as the one and only color attachment.
|
2016-02-28 16:21:01 +00:00
|
|
|
color: [color],
|
2016-04-29 08:28:20 +00:00
|
|
|
// No depth-stencil attachment is indicated with empty brackets.
|
2016-02-28 16:21:01 +00:00
|
|
|
depth_stencil: {}
|
|
|
|
}
|
2016-02-18 08:33:06 +00:00
|
|
|
}
|
2016-02-28 16:21:01 +00:00
|
|
|
}
|
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// The macro above only created the custom struct that represents our render pass. We also have
|
|
|
|
// to actually instanciate that struct.
|
|
|
|
//
|
|
|
|
// To do so, we have to pass the actual values of the formats of the attachments.
|
|
|
|
let render_pass = render_pass::CustomRenderPass::new(&device, &render_pass::Formats {
|
|
|
|
// Use the format of the images and one sample.
|
|
|
|
color: (images[0].format(), 1)
|
2016-04-23 06:27:47 +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.
|
|
|
|
let pipeline = GraphicsPipeline::new(&device, GraphicsPipelineParams {
|
|
|
|
// We need to indicate the layout of the vertices.
|
|
|
|
vertex_input: SingleBufferDefinition::new(),
|
|
|
|
|
|
|
|
// 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.
|
2016-04-15 16:05:58 +00:00
|
|
|
vertex_shader: vs.main_entry_point(),
|
2016-04-29 08:28:20 +00:00
|
|
|
|
|
|
|
// `InputAssembly::triangle_list()` is a shortcut to build a `InputAssembly` struct that
|
|
|
|
// describes a list of triangles.
|
|
|
|
input_assembly: InputAssembly::triangle_list(),
|
|
|
|
|
|
|
|
// No geometry shader.
|
2016-04-15 16:05:58 +00:00
|
|
|
geometry_shader: None,
|
2016-04-29 08:28:20 +00:00
|
|
|
|
|
|
|
// TODO: switch to dynamic viewports and explain how it works
|
|
|
|
viewport: ViewportsState::Fixed {
|
2016-02-18 20:11:17 +00:00
|
|
|
data: vec![(
|
2016-04-29 08:28:20 +00:00
|
|
|
Viewport {
|
2016-02-18 20:11:17 +00:00
|
|
|
origin: [0.0, 0.0],
|
2016-04-15 16:05:58 +00:00
|
|
|
depth_range: 0.0 .. 1.0,
|
2016-04-29 08:28:20 +00:00
|
|
|
dimensions: [images[0].dimensions()[0] as f32,
|
|
|
|
images[0].dimensions()[1] as f32],
|
2016-02-18 20:11:17 +00:00
|
|
|
},
|
2016-04-29 08:28:20 +00:00
|
|
|
Scissor::irrelevant()
|
2016-02-18 20:11:17 +00:00
|
|
|
)],
|
2016-04-15 16:05:58 +00:00
|
|
|
},
|
2016-04-29 08:28:20 +00:00
|
|
|
|
|
|
|
// The `Raster` struct can be used to customize parameters such as polygon mode or backface
|
|
|
|
// culling.
|
2016-04-15 16:05:58 +00:00
|
|
|
raster: Default::default(),
|
2016-04-29 08:28:20 +00:00
|
|
|
|
|
|
|
// If we use multisampling, we can pass additional configuration.
|
|
|
|
multisample: Multisample::disabled(),
|
|
|
|
|
|
|
|
// See `vertex_shader`.
|
2016-04-15 16:05:58 +00:00
|
|
|
fragment_shader: fs.main_entry_point(),
|
2016-04-29 08:28:20 +00:00
|
|
|
|
|
|
|
// `DepthStencil::disabled()` is a shortcut to build a `DepthStencil` struct that describes
|
|
|
|
// the fact that depth and stencil testing are disabled.
|
|
|
|
depth_stencil: DepthStencil::disabled(),
|
|
|
|
|
|
|
|
// `Blend::pass_through()` is a shortcut to build a `Blend` struct that describes the fact
|
|
|
|
// that colors must be directly transferred from the fragment shader output to the
|
|
|
|
// attachments without any change.
|
|
|
|
blend: Blend::pass_through(),
|
|
|
|
|
|
|
|
// Shaders can usually access resources such as images or buffers. This parameters is here
|
|
|
|
// to indicate the layout of the accessed resources, which is also called the *pipeline
|
|
|
|
// layout*. Here we don't access anything, so we just create an `EmptyPipeline` object.
|
|
|
|
layout: &EmptyPipeline::new(&device).unwrap(),
|
|
|
|
|
|
|
|
// 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, 0).unwrap(),
|
2016-04-15 16:05:58 +00:00
|
|
|
}).unwrap();
|
2016-02-18 08:59:54 +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.
|
2016-02-18 08:33:06 +00:00
|
|
|
let framebuffers = images.iter().map(|image| {
|
2016-04-29 08:28:20 +00:00
|
|
|
let dimensions = (image.dimensions()[0], image.dimensions()[1], 1);
|
|
|
|
Framebuffer::new(&render_pass, dimensions, render_pass::AList {
|
|
|
|
// The `AList` struct was generated by the render pass macro above, and contains one
|
|
|
|
// member for each attachment.
|
2016-04-15 16:05:58 +00:00
|
|
|
color: image
|
|
|
|
}).unwrap()
|
2016-02-18 08:33:06 +00:00
|
|
|
}).collect::<Vec<_>>();
|
|
|
|
|
|
|
|
// Initialization is finally finished!
|
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// In the loop above we are going to submit commands to the GPU. Submitting a command produces
|
|
|
|
// a `Submission` object which holds the resources for as long as they are in use by the GPU.
|
|
|
|
//
|
|
|
|
// Destroying a `Submission` blocks until the GPU is finished executing it. In order to avoid
|
|
|
|
// that, we store them in a `Vec` and clean them from time to time.
|
|
|
|
let mut submissions: Vec<Arc<Submission>> = Vec::new();
|
2016-03-02 07:59:02 +00:00
|
|
|
|
2016-02-18 08:33:06 +00:00
|
|
|
loop {
|
2016-04-29 08:28:20 +00:00
|
|
|
// Clearing the old submissions by keeping alive only the ones whose destructor would block.
|
|
|
|
submissions.retain(|s| s.destroying_would_block());
|
2016-03-02 07:59:02 +00:00
|
|
|
|
2016-02-18 08:33:06 +00:00
|
|
|
// Before we can draw on the output, we have to *acquire* an image from the swapchain.
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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 a timeout after
|
|
|
|
// which the function call will return an error.
|
2016-04-15 16:05:58 +00:00
|
|
|
let image_num = swapchain.acquire_next_image(Duration::new(1, 0)).unwrap();
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// Before we can 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.
|
|
|
|
let command_buffer = PrimaryCommandBufferBuilder::new(&cb_pool)
|
|
|
|
// 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 contains the list of values to clear the attachments with. Only
|
|
|
|
// the attachments that use `load: Clear` appear in this struct.
|
|
|
|
.draw_inline(&render_pass, &framebuffers[image_num], render_pass::ClearValues {
|
|
|
|
color: [0.0, 0.0, 1.0, 1.0]
|
|
|
|
})
|
|
|
|
|
|
|
|
// 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, &vertex_buffer, &DynamicState::none(), (), &())
|
|
|
|
|
|
|
|
// 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.
|
|
|
|
.draw_end()
|
|
|
|
|
|
|
|
// Finish building the command buffer by calling `build`.
|
|
|
|
.build();
|
|
|
|
|
2016-02-18 08:33:06 +00:00
|
|
|
// In order to draw, all we need to do is submit the command buffer to the queue.
|
2016-04-29 08:28:20 +00:00
|
|
|
submissions.push(command_buffer::submit(&command_buffer, &queue).unwrap());
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-04-29 08:28:20 +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. 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.
|
2016-02-28 16:21:01 +00:00
|
|
|
swapchain.present(&queue, image_num).unwrap();
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// Note that in more complex programes it is likely that one of `acquire_next_image`,
|
|
|
|
// `command_buffer::submit`, or `present` will block for some time. This happens when the
|
|
|
|
// GPU's queue is full and the driver has to wait until the GPU finished some work.
|
|
|
|
//
|
|
|
|
// Unfortunately the Vulkan API doesn't provide any way to not wait or to detect when a
|
|
|
|
// wait would happen. Blocking may be the desired behavior, but if you don't want to
|
|
|
|
// block you should spawn a separate thread dedicated to submissions.
|
|
|
|
|
|
|
|
// Handling the window events in order to close the program when the user wants to close
|
|
|
|
// it.
|
2016-04-23 11:32:31 +00:00
|
|
|
for ev in window.window().poll_events() {
|
2016-02-28 16:21:01 +00:00
|
|
|
match ev {
|
2016-03-26 15:34:51 +00:00
|
|
|
winit::Event::Closed => return,
|
2016-02-28 16:21:01 +00:00
|
|
|
_ => ()
|
2016-02-18 08:59:54 +00:00
|
|
|
}
|
|
|
|
}
|
2016-02-18 08:33:06 +00:00
|
|
|
}
|
|
|
|
}
|