2016-03-26 09:17:37 +00:00
|
|
|
// 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.
|
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
|
|
|
|
// 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.
|
2016-02-18 08:59:54 +00:00
|
|
|
#[macro_use]
|
2016-02-18 08:33:06 +00:00
|
|
|
extern crate vulkano;
|
2016-05-01 16:21:02 +00:00
|
|
|
// However the Vulkan library doesn't provide any functionality to create and handle windows, as
|
2016-04-29 08:28:20 +00:00
|
|
|
// this would be out of scope. In order to open a window, we are going to use the `winit` crate.
|
2016-02-28 16:21:01 +00:00
|
|
|
extern crate winit;
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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;
|
2016-02-28 16:21:01 +00:00
|
|
|
|
2016-04-23 11:32:31 +00:00
|
|
|
use vulkano_win::VkSurfaceBuild;
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
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;
|
|
|
|
|
2016-02-18 08:59:54 +00:00
|
|
|
use std::sync::Arc;
|
|
|
|
use std::ffi::OsStr;
|
|
|
|
use std::mem;
|
|
|
|
use std::ptr;
|
2016-04-15 16:05:58 +00:00
|
|
|
use std::time::Duration;
|
2016-02-18 08:33:06 +00:00
|
|
|
|
|
|
|
fn main() {
|
|
|
|
// The first step of any vulkan program is to create an instance.
|
2016-04-29 08:28:20 +00:00
|
|
|
let instance = {
|
|
|
|
// When we create an instance, we have to pass a list of extensions that we want to enable.
|
|
|
|
//
|
2016-05-01 16:21:02 +00:00
|
|
|
// All the window-drawing functionalities are part of non-core extensions that we need
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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")
|
|
|
|
};
|
2016-02-18 08:33:06 +00:00
|
|
|
|
|
|
|
// We then choose which physical device to use.
|
|
|
|
//
|
|
|
|
// In a real application, there are three things to take into consideration:
|
|
|
|
//
|
2016-04-29 08:28:20 +00:00
|
|
|
// - 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.
|
2016-02-18 08:33:06 +00:00
|
|
|
//
|
|
|
|
// - 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.
|
|
|
|
//
|
2016-04-29 08:28:20 +00:00
|
|
|
// For the sake of the example we are just going to use the first device, which should work
|
|
|
|
// most of the time.
|
2016-02-18 08:33:06 +00:00
|
|
|
let physical = vulkano::instance::PhysicalDevice::enumerate(&instance)
|
|
|
|
.next().expect("no device available");
|
2016-04-29 08:28:20 +00:00
|
|
|
// Some little debug infos.
|
2016-02-18 08:33:06 +00:00
|
|
|
println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
|
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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
|
2016-05-03 13:56:52 +00:00
|
|
|
// probably means that you forgot to import this trait.
|
2016-02-18 08:59:54 +00:00
|
|
|
//
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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.
|
2016-04-23 11:32:31 +00:00
|
|
|
let window = winit::WindowBuilder::new().build_vk_surface(&instance).unwrap();
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// The next step is to choose which GPU queue will execute our draw commands.
|
2016-02-18 08:33:06 +00:00
|
|
|
//
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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.
|
2016-02-18 08:33:06 +00:00
|
|
|
//
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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");
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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`.
|
2016-02-18 08:33:06 +00:00
|
|
|
//
|
2016-04-29 08:28:20 +00:00
|
|
|
// - 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.
|
2016-02-18 08:33:06 +00:00
|
|
|
//
|
|
|
|
// The list of created queues is returned by the function alongside with the device.
|
2016-05-12 15:40:31 +00:00
|
|
|
let (device, mut queues) = {
|
2016-04-29 08:28:20 +00:00
|
|
|
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")
|
2016-04-15 16:05:58 +00:00
|
|
|
};
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-05-12 15:40:31 +00:00
|
|
|
// 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();
|
2016-02-18 08:33:06 +00:00
|
|
|
|
|
|
|
// Before we can draw on the surface, we have to create what is called a swapchain. Creating
|
2016-02-18 08:59:54 +00:00
|
|
|
// 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.
|
2016-02-18 08:33:06 +00:00
|
|
|
let (swapchain, images) = {
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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");
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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.
|
2016-02-18 08:33:06 +00:00
|
|
|
let dimensions = caps.current_extent.unwrap_or([1280, 1024]);
|
2016-04-29 08:28:20 +00:00
|
|
|
|
|
|
|
// 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.
|
2016-05-03 08:54:50 +00:00
|
|
|
let present = caps.present_modes.iter().next().unwrap();
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// The alpha mode indicates how the alpha value of the final image will behave. For example
|
2016-05-01 16:21:02 +00:00
|
|
|
// you can choose whether the window will be opaque or transparent.
|
2016-05-03 09:10:19 +00:00
|
|
|
let alpha = caps.supported_composite_alpha.iter().next().unwrap();
|
2016-04-29 08:28:20 +00:00
|
|
|
|
|
|
|
// 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")
|
2016-02-18 08:33:06 +00:00
|
|
|
};
|
|
|
|
|
2016-02-18 08:59:54 +00:00
|
|
|
// We now create a buffer that will store the shape of our triangle.
|
2016-04-29 08:28:20 +00:00
|
|
|
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
|
|
|
|
};
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-02-18 08:59:54 +00:00
|
|
|
// The next step is to create the shaders.
|
2016-02-18 08:33:06 +00:00
|
|
|
//
|
|
|
|
// The shader creation API provided by the vulkano library is unsafe, for various reasons.
|
|
|
|
//
|
2016-02-18 08:59:54 +00:00
|
|
|
// Instead, in our build script we used the `vulkano-shaders` crate to parse our shaders at
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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.
|
2016-02-18 08:33:06 +00:00
|
|
|
//
|
|
|
|
// 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.
|
2016-04-23 11:24:56 +00:00
|
|
|
mod vs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/triangle_vs.glsl")} }
|
2016-02-25 07:52:22 +00:00
|
|
|
let vs = vs::Shader::load(&device).expect("failed to create shader module");
|
2016-04-23 11:24:56 +00:00
|
|
|
mod fs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/triangle_fs.glsl")} }
|
2016-02-25 07:52:22 +00:00
|
|
|
let fs = fs::Shader::load(&device).expect("failed to create shader module");
|
2016-02-18 08:33:06 +00:00
|
|
|
|
|
|
|
// 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.
|
|
|
|
|
2016-02-18 09:55:58 +00:00
|
|
|
// 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.
|
2016-04-29 08:28:20 +00:00
|
|
|
let cb_pool = CommandBufferPool::new(&device, &queue.family());
|
2016-02-18 08:59:54 +00:00
|
|
|
|
2016-04-29 08:28:20 +00:00
|
|
|
// The next step is to create a *render pass*, which is an object that describes where the
|
2016-02-18 08:33:06 +00:00
|
|
|
// 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.
|
2016-04-29 08:28:20 +00:00
|
|
|
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.
|
2016-02-28 16:21:01 +00:00
|
|
|
single_pass_renderpass!{
|
|
|
|
attachments: {
|
2016-05-03 13:56:52 +00:00
|
|
|
// `color` is a custom name we give to the first and only attachment.
|
2016-02-28 16:21:01 +00:00
|
|
|
color: {
|
2016-04-29 08:28:20 +00:00
|
|
|
// `load: Clear` means that we ask the GPU to clear the content of this
|
|
|
|
// attachment at the start of the drawing.
|
2016-02-28 16:21:01 +00:00
|
|
|
load: Clear,
|
2016-04-29 08:28:20 +00:00
|
|
|
// `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.
|
2016-02-28 16:21:01 +00:00
|
|
|
store: Store,
|
2016-04-29 08:28:20 +00:00
|
|
|
// `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,
|
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.
|
2016-05-08 11:16:21 +00:00
|
|
|
// The type `SingleBufferDefinition` actually contains a template parameter corresponding
|
|
|
|
// to the type of each vertex. But in this code it is automatically inferred.
|
2016-04-29 08:28:20 +00:00
|
|
|
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| {
|
2016-05-05 16:58:00 +00:00
|
|
|
let dimensions = [image.dimensions()[0], image.dimensions()[1], 1];
|
2016-04-29 08:28:20 +00:00
|
|
|
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!
|
|
|
|
|
2016-05-08 11:16:21 +00:00
|
|
|
// In the loop below we are going to submit commands to the GPU. Submitting a command produces
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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
|
|
|
|
2016-05-08 11:16:21 +00:00
|
|
|
// 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.
|
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
|
|
|
|
2016-05-08 11:16:21 +00:00
|
|
|
// In order to draw, we have to build a *command buffer*. The command buffer object holds
|
2016-04-29 08:28:20 +00:00
|
|
|
// 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();
|
|
|
|
|
2016-05-08 11:16:21 +00:00
|
|
|
// Now 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`.
|
|
|
|
//
|
2016-05-08 11:16:21 +00:00
|
|
|
// 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.
|
2016-02-28 16:21:01 +00:00
|
|
|
swapchain.present(&queue, image_num).unwrap();
|
2016-02-18 08:33:06 +00:00
|
|
|
|
2016-05-03 13:56:52 +00:00
|
|
|
// Note that in more complex programs it is likely that one of `acquire_next_image`,
|
2016-04-29 08:28:20 +00:00
|
|
|
// `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
|
|
|
}
|
|
|
|
}
|