vulkano/examples/interactive-fractal/pixels_draw_pipeline.rs

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Rust
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use std::sync::Arc;
use vulkano::{
command_buffer::{
allocator::StandardCommandBufferAllocator, CommandBuffer, CommandBufferBeginInfo,
CommandBufferInheritanceInfo, CommandBufferLevel, CommandBufferUsage,
RecordingCommandBuffer,
},
descriptor_set::{
allocator::StandardDescriptorSetAllocator, DescriptorSet, WriteDescriptorSet,
},
device::Queue,
image::{
sampler::{Filter, Sampler, SamplerAddressMode, SamplerCreateInfo, SamplerMipmapMode},
view::ImageView,
},
pipeline::{
graphics::{
color_blend::{ColorBlendAttachmentState, ColorBlendState},
input_assembly::InputAssemblyState,
multisample::MultisampleState,
rasterization::RasterizationState,
vertex_input::VertexInputState,
viewport::{Viewport, ViewportState},
GraphicsPipelineCreateInfo,
},
layout::PipelineDescriptorSetLayoutCreateInfo,
DynamicState, GraphicsPipeline, Pipeline, PipelineBindPoint, PipelineLayout,
PipelineShaderStageCreateInfo,
},
render_pass::Subpass,
};
/// A subpass pipeline that fills a quad over frame.
pub struct PixelsDrawPipeline {
gfx_queue: Arc<Queue>,
subpass: Subpass,
pipeline: Arc<GraphicsPipeline>,
command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
}
impl PixelsDrawPipeline {
pub fn new(
gfx_queue: Arc<Queue>,
subpass: Subpass,
command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
) -> PixelsDrawPipeline {
let pipeline = {
let device = gfx_queue.device();
let vs = vs::load(device.clone())
.expect("failed to create shader module")
.entry_point("main")
.expect("shader entry point not found");
let fs = fs::load(device.clone())
.expect("failed to create shader module")
.entry_point("main")
.expect("shader entry point not found");
let stages = [
PipelineShaderStageCreateInfo::new(vs),
PipelineShaderStageCreateInfo::new(fs),
];
let layout = PipelineLayout::new(
device.clone(),
PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
.into_pipeline_layout_create_info(device.clone())
.unwrap(),
)
.unwrap();
GraphicsPipeline::new(
device.clone(),
None,
GraphicsPipelineCreateInfo {
stages: stages.into_iter().collect(),
vertex_input_state: Some(VertexInputState::default()),
input_assembly_state: Some(InputAssemblyState::default()),
viewport_state: Some(ViewportState::default()),
rasterization_state: Some(RasterizationState::default()),
multisample_state: Some(MultisampleState::default()),
color_blend_state: Some(ColorBlendState::with_attachment_states(
subpass.num_color_attachments(),
ColorBlendAttachmentState::default(),
)),
dynamic_state: [DynamicState::Viewport].into_iter().collect(),
subpass: Some(subpass.clone().into()),
..GraphicsPipelineCreateInfo::layout(layout)
},
)
.unwrap()
};
PixelsDrawPipeline {
gfx_queue,
subpass,
pipeline,
command_buffer_allocator,
descriptor_set_allocator,
}
}
fn create_descriptor_set(&self, image: Arc<ImageView>) -> Arc<DescriptorSet> {
2023-12-28 19:32:13 +00:00
let layout = &self.pipeline.layout().set_layouts()[0];
let sampler = Sampler::new(
self.gfx_queue.device().clone(),
SamplerCreateInfo {
mag_filter: Filter::Linear,
min_filter: Filter::Linear,
address_mode: [SamplerAddressMode::Repeat; 3],
mipmap_mode: SamplerMipmapMode::Linear,
..Default::default()
},
)
.unwrap();
DescriptorSet::new(
self.descriptor_set_allocator.clone(),
layout.clone(),
[
WriteDescriptorSet::sampler(0, sampler),
WriteDescriptorSet::image_view(1, image),
],
[],
)
.unwrap()
}
/// Draws input `image` over a quad of size -1.0 to 1.0.
pub fn draw(&self, viewport_dimensions: [u32; 2], image: Arc<ImageView>) -> Arc<CommandBuffer> {
let mut builder = RecordingCommandBuffer::new(
self.command_buffer_allocator.clone(),
self.gfx_queue.queue_family_index(),
CommandBufferLevel::Secondary,
CommandBufferBeginInfo {
usage: CommandBufferUsage::MultipleSubmit,
inheritance_info: Some(CommandBufferInheritanceInfo {
render_pass: Some(self.subpass.clone().into()),
..Default::default()
}),
..Default::default()
},
)
.unwrap();
builder
.set_viewport(
0,
[Viewport {
offset: [0.0, 0.0],
extent: [viewport_dimensions[0] as f32, viewport_dimensions[1] as f32],
depth_range: 0.0..=1.0,
}]
.into_iter()
.collect(),
)
.unwrap()
.bind_pipeline_graphics(self.pipeline.clone())
.unwrap()
.bind_descriptor_sets(
PipelineBindPoint::Graphics,
self.pipeline.layout().clone(),
0,
self.create_descriptor_set(image),
)
.unwrap();
unsafe {
builder.draw(6, 1, 0, 0).unwrap();
}
builder.end().unwrap()
}
}
mod vs {
vulkano_shaders::shader! {
ty: "vertex",
src: r"
#version 450
const vec2[6] POSITIONS = {
vec2(-1.0, -1.0),
vec2( 1.0, 1.0),
vec2(-1.0, 1.0),
vec2(-1.0, -1.0),
vec2( 1.0, -1.0),
vec2( 1.0, 1.0),
};
const vec2[6] TEX_COORDS = {
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(0.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 1.0),
vec2(1.0, 0.0),
};
layout(location = 0) out vec2 f_tex_coords;
void main() {
gl_Position = vec4(POSITIONS[gl_VertexIndex], 0.0, 1.0);
f_tex_coords = TEX_COORDS[gl_VertexIndex];
}
",
}
}
mod fs {
vulkano_shaders::shader! {
ty: "fragment",
src: r"
#version 450
layout(location = 0) in vec2 v_tex_coords;
layout(location = 0) out vec4 f_color;
layout(set = 0, binding = 0) uniform sampler s;
layout(set = 0, binding = 1) uniform texture2D tex;
void main() {
f_color = texture(sampler2D(tex, s), v_tex_coords);
}
",
}
}