vulkano/examples/src/bin/triangle.rs

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// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or http://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.
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// 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.
// The `vulkano` crate is the main crate that you must use to use Vulkan.
#[macro_use]
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extern crate vulkano;
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// However the Vulkan library doesn't provide any functionality to create and handle windows, as
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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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extern crate winit;
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// The `vulkano_win` crate is the link between `vulkano` and `winit`. Vulkano doesn't know about
// winit, and winit doesn't know about vulkano, so import a crate that will provide a link between
// the two.
extern crate vulkano_win;
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use vulkano_win::VkSurfaceBuild;
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use vulkano::buffer::BufferUsage;
use vulkano::buffer::CpuAccessibleBuffer;
use vulkano::command_buffer;
use vulkano::command_buffer::CommandBufferPool;
use vulkano::command_buffer::DynamicState;
use vulkano::command_buffer::PrimaryCommandBufferBuilder;
use vulkano::command_buffer::Submission;
use vulkano::descriptor::pipeline_layout::EmptyPipeline;
use vulkano::device::Device;
use vulkano::framebuffer::Framebuffer;
use vulkano::framebuffer::Subpass;
use vulkano::instance::Instance;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::GraphicsPipelineParams;
use vulkano::pipeline::blend::Blend;
use vulkano::pipeline::depth_stencil::DepthStencil;
use vulkano::pipeline::input_assembly::InputAssembly;
use vulkano::pipeline::multisample::Multisample;
use vulkano::pipeline::vertex::SingleBufferDefinition;
use vulkano::pipeline::viewport::ViewportsState;
use vulkano::pipeline::viewport::Viewport;
use vulkano::pipeline::viewport::Scissor;
use vulkano::swapchain::SurfaceTransform;
use vulkano::swapchain::Swapchain;
use std::sync::Arc;
use std::ffi::OsStr;
use std::mem;
use std::ptr;
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use std::time::Duration;
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fn main() {
// The first step of any vulkan program is to create an instance.
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let instance = {
// When we create an instance, we have to pass a list of extensions that we want to enable.
//
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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
// required to draw to a window.
let extensions = vulkano_win::required_extensions();
// Now creating the instance.
Instance::new(None, &extensions, None).expect("failed to create Vulkan instance")
};
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// We then choose which physical device to use.
//
// In a real application, there are three things to take into consideration:
//
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// - Some devices may not support some of the optional features that may be required by your
// application. You should filter out the devices that don't support your app.
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//
// - Not all devices can draw to a certain surface. Once you create your window, you have to
// choose a device that is capable of drawing to it.
//
// - You probably want to leave the choice between the remaining devices to the user.
//
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// For the sake of the example we are just going to use the first device, which should work
// most of the time.
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let physical = vulkano::instance::PhysicalDevice::enumerate(&instance)
.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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// 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.
//
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// This returns a `vulkano_win::Window` object that contains both a cross-platform winit
// 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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// 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
// and a compute queue), similar to CPU threads. This is something you have to have to manage
// 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
// queue to handle data transfers in parallel. In this example we only use one queue.
//
// We have to choose which queues to use early on, because we will need this info very soon.
let queue = physical.queue_families().find(|q| {
// We take the first queue that supports drawing to our window.
q.supports_graphics() && window.surface().is_supported(q).unwrap_or(false)
}).expect("couldn't find a graphical queue family");
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// Now initializing the device. This is probably the most important object of Vulkan.
//
// We have to pass five parameters when creating a device:
//
// - Which physical device to connect to.
//
// - 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.
//
// - 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
// items are `(Queue, f32)` where the floating-point represents the priority of the queue
// between 0.0 and 1.0. The priority of the queue is a hint to the implementation about how
// much it should prioritize queues between one another.
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//
// The list of created queues is returned by the function alongside with the device.
let (device, mut queues) = {
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let device_ext = vulkano::device::DeviceExtensions {
khr_swapchain: true,
.. vulkano::device::DeviceExtensions::none()
};
Device::new(&physical, physical.supported_features(), &device_ext, None,
[(queue, 0.5)].iter().cloned()).expect("failed to create device")
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};
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// Since we can request multiple queues, the `queues` variable is in fact an iterator. In this
// example we use only one queue, so we just retreive the first and only element of the
// iterator and throw it away.
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
// a swapchain allocates the color buffers that will contain the image that will ultimately
// 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
// pass values that are allowed by the capabilities.
let caps = window.surface().get_capabilities(&physical)
.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.
// If `caps.current_extent` is `None`, this means that the window size will be determined
// 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
// includes things such as vsync and will affect the framerate of your application. We just
// use the first supported value, but you probably want to leave that choice to the user.
let present = caps.present_modes.iter().next().unwrap();
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// The alpha mode indicates how the alpha value of the final image will behave. For example
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// you can choose whether the window will be opaque or transparent.
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let alpha = caps.supported_composite_alpha.iter().next().unwrap();
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// Choosing the internal format that the images will have.
let format = caps.supported_formats[0].0;
// Please take a look at the docs for the meaning of the parameters we didn't mention.
Swapchain::new(&device, &window.surface(), 2, format, dimensions, 1,
&caps.supported_usage_flags, &queue, SurfaceTransform::Identity, alpha,
present, true, None).expect("failed to create swapchain")
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};
// We now create a buffer that will store the shape of our triangle.
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let vertex_buffer = {
let buffer = CpuAccessibleBuffer::<[Vertex]>::array(&device, 3, &BufferUsage::all(),
Some(queue.family()))
.expect("failed to create buffer");
struct Vertex { position: [f32; 2] }
impl_vertex!(Vertex, position);
// The buffer that we created contains uninitialized data.
// In order to fill it with data, we have to write to it.
{
// The `write` function would return `Err` if the buffer was in use by the GPU or
// another CPU thread. This obviously can't happen here.
let mut mapping = buffer.write(Duration::new(0, 0)).unwrap();
mapping[0].position = [-0.5, -0.25];
mapping[1].position = [0.0, 0.5];
mapping[2].position = [0.25, -0.1];
}
buffer
};
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// The next step is to create the shaders.
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//
// The shader creation API provided by the vulkano library is unsafe, for various reasons.
//
// 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
// root of the crate. You can find the shaders' source code in the `triangle_fs.glsl` and
// `triangle_vs.glsl` files.
//
// The author knows that this system is crappy and that it would be far better to use a plugin.
// Unfortunately plugins aren't available in stable Rust yet.
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//
// The code generated by the build script created a struct named `TriangleShader`, which we
// can now use to load the shader.
//
// Because of some restrictions with the `include!` macro, we need to use a module.
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");
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
// implicitely does a lot of computation whenever you draw. In Vulkan, you have to do all this
// manually.
// We are going to create a command buffer below. Command buffers need to be allocated
// 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
// where the colors, depth and/or stencil information will be written.
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mod render_pass {
use vulkano::format::Format;
// Calling this macro creates multiple structs based on the macro's parameters:
//
// - `CustomRenderPass` is the main struct that represents the render pass.
// - `Formats` can be used to indicate the list of the formats of the attachments.
// - `AList` can be used to indicate the actual list of images that are attached.
//
// Render passes can also have multiple subpasses, the only restriction being that all
// the passes will use the same framebuffer dimensions. Here we only have one pass, so
// we use the appropriate macro.
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single_pass_renderpass!{
attachments: {
// `color` is a custom name we give to the first and only attachment.
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color: {
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// `load: Clear` means that we ask the GPU to clear the content of this
// 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
// 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
// be one of the types of the `vulkano::format` module (or alternatively one
// of your structs that implements the `FormatDesc` trait). Here we use the
// generic `vulkano::format::Format` enum because we don't know the format in
// advance.
format: Format,
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}
},
pass: {
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// We use the attachment named `color` as the one and only color attachment.
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color: [color],
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// No depth-stencil attachment is indicated with empty brackets.
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depth_stencil: {}
}
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}
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}
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// 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)
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}).unwrap();
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// 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.
// The type `SingleBufferDefinition` actually contains a template parameter corresponding
// to the type of each vertex. But in this code it is automatically inferred.
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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.
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vertex_shader: vs.main_entry_point(),
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// `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.
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geometry_shader: None,
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// TODO: switch to dynamic viewports and explain how it works
viewport: ViewportsState::Fixed {
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data: vec![(
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Viewport {
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origin: [0.0, 0.0],
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depth_range: 0.0 .. 1.0,
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dimensions: [images[0].dimensions()[0] as f32,
images[0].dimensions()[1] as f32],
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},
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Scissor::irrelevant()
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)],
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},
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// The `Raster` struct can be used to customize parameters such as polygon mode or backface
// culling.
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raster: Default::default(),
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// If we use multisampling, we can pass additional configuration.
multisample: Multisample::disabled(),
// See `vertex_shader`.
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fragment_shader: fs.main_entry_point(),
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// `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(),
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}).unwrap();
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// 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.
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//
// Since we need to draw to multiple images, we are going to create a different framebuffer for
// each image.
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let framebuffers = images.iter().map(|image| {
let dimensions = [image.dimensions()[0], image.dimensions()[1], 1];
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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.
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color: image
}).unwrap()
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}).collect::<Vec<_>>();
// Initialization is finally finished!
// In the loop below we are going to submit commands to the GPU. Submitting a command produces
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// 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();
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loop {
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// Clearing the old submissions by keeping alive only the ones whose destructor would block.
submissions.retain(|s| s.destroying_would_block());
// 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.
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// 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.
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let image_num = swapchain.acquire_next_image(Duration::new(1, 0)).unwrap();
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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.
//
// 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();
// Now all we need to do is submit the command buffer to the queue.
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submissions.push(command_buffer::submit(&command_buffer, &queue).unwrap());
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// 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.
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swapchain.present(&queue, image_num).unwrap();
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// Note that in more complex programs it is likely that one of `acquire_next_image`,
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// `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.
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for ev in window.window().poll_events() {
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match ev {
winit::Event::Closed => return,
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_ => ()
}
}
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}
}