vulkano/examples/src/bin/runtime-shader/main.rs

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// Copyright (c) 2017 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.
//
// This example demonstrates one way of preparing data structures and loading
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// SPIRV shaders from external source (file system).
//
// Note that you will need to do all correctness checking by yourself.
//
// vert.glsl and frag.glsl must be built by yourself.
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// One way of building them is to build Khronos' glslang and use
// glslangValidator tool:
// $ glslangValidator vert.glsl -V -S vert -o vert.spv
// $ glslangValidator frag.glsl -V -S frag -o frag.spv
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// Vulkano uses glslangValidator to build your shaders internally.
use bytemuck::{Pod, Zeroable};
use std::{fs::File, io::Read, sync::Arc};
use vulkano::{
buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess},
command_buffer::{
AutoCommandBufferBuilder, CommandBufferUsage, RenderPassBeginInfo, SubpassContents,
},
device::{
physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, QueueCreateInfo,
},
image::{view::ImageView, ImageAccess, ImageUsage, SwapchainImage},
impl_vertex,
instance::{Instance, InstanceCreateInfo},
pipeline::{
graphics::{
input_assembly::InputAssemblyState,
rasterization::{CullMode, FrontFace, RasterizationState},
vertex_input::BuffersDefinition,
viewport::{Viewport, ViewportState},
},
GraphicsPipeline,
},
render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass},
shader::ShaderModule,
swapchain::{
acquire_next_image, AcquireError, Swapchain, SwapchainCreateInfo, SwapchainCreationError,
},
sync::{self, FlushError, GpuFuture},
VulkanLibrary,
};
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use vulkano_win::VkSurfaceBuild;
use winit::{
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::{Window, WindowBuilder},
};
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#[repr(C)]
#[derive(Clone, Copy, Debug, Default, Zeroable, Pod)]
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pub struct Vertex {
pub position: [f32; 2],
pub color: [f32; 3],
}
impl_vertex!(Vertex, position, color);
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fn main() {
let library = VulkanLibrary::new().unwrap();
let required_extensions = vulkano_win::required_extensions(&library);
let instance = Instance::new(
library,
InstanceCreateInfo {
enabled_extensions: required_extensions,
// Enable enumerating devices that use non-conformant vulkan implementations. (ex. MoltenVK)
enumerate_portability: true,
..Default::default()
},
)
.unwrap();
let event_loop = EventLoop::new();
let surface = WindowBuilder::new()
.build_vk_surface(&event_loop, instance.clone())
.unwrap();
let device_extensions = DeviceExtensions {
khr_swapchain: true,
..DeviceExtensions::empty()
};
let (physical_device, queue_family_index) = instance
.enumerate_physical_devices()
.unwrap()
.filter(|p| p.supported_extensions().contains(&device_extensions))
.filter_map(|p| {
p.queue_family_properties()
.iter()
.enumerate()
.position(|(i, q)| {
q.queue_flags.graphics && p.surface_support(i as u32, &surface).unwrap_or(false)
})
.map(|i| (p, i as u32))
})
.min_by_key(|(p, _)| match p.properties().device_type {
PhysicalDeviceType::DiscreteGpu => 0,
PhysicalDeviceType::IntegratedGpu => 1,
PhysicalDeviceType::VirtualGpu => 2,
PhysicalDeviceType::Cpu => 3,
PhysicalDeviceType::Other => 4,
_ => 5,
})
.unwrap();
println!(
"Using device: {} (type: {:?})",
physical_device.properties().device_name,
physical_device.properties().device_type
);
let (device, mut queues) = Device::new(
physical_device,
DeviceCreateInfo {
enabled_extensions: device_extensions,
queue_create_infos: vec![QueueCreateInfo {
queue_family_index,
..Default::default()
}],
..Default::default()
},
)
.unwrap();
let queue = queues.next().unwrap();
let (mut swapchain, images) = {
let surface_capabilities = device
.physical_device()
.surface_capabilities(&surface, Default::default())
.unwrap();
let image_format = Some(
device
.physical_device()
.surface_formats(&surface, Default::default())
.unwrap()[0]
.0,
);
Swapchain::new(
device.clone(),
surface.clone(),
SwapchainCreateInfo {
min_image_count: surface_capabilities.min_image_count,
image_format,
image_extent: surface.window().inner_size().into(),
image_usage: ImageUsage {
color_attachment: true,
..ImageUsage::empty()
},
composite_alpha: surface_capabilities
.supported_composite_alpha
.iter()
.next()
.unwrap(),
..Default::default()
},
)
.unwrap()
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};
let render_pass = vulkano::single_pass_renderpass!(
device.clone(),
attachments: {
color: {
load: Clear,
store: Store,
format: swapchain.image_format(),
samples: 1,
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}
},
pass: {
color: [color],
depth_stencil: {}
}
)
.unwrap();
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let vs = {
let mut f = File::open("src/bin/runtime-shader/vert.spv")
.expect("Can't find file src/bin/runtime-shader/vert.spv This example needs to be run from the root of the example crate.");
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let mut v = vec![];
f.read_to_end(&mut v).unwrap();
// Create a ShaderModule on a device the same Shader::load does it.
// NOTE: You will have to verify correctness of the data by yourself!
unsafe { ShaderModule::from_bytes(device.clone(), &v) }.unwrap()
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};
let fs = {
let mut f = File::open("src/bin/runtime-shader/frag.spv")
.expect("Can't find file src/bin/runtime-shader/frag.spv");
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let mut v = vec![];
f.read_to_end(&mut v).unwrap();
unsafe { ShaderModule::from_bytes(device.clone(), &v) }.unwrap()
};
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let graphics_pipeline = GraphicsPipeline::start()
.vertex_input_state(BuffersDefinition::new().vertex::<Vertex>())
.vertex_shader(vs.entry_point("main").unwrap(), ())
.input_assembly_state(InputAssemblyState::new())
.viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant())
.fragment_shader(fs.entry_point("main").unwrap(), ())
.rasterization_state(
RasterizationState::new()
.cull_mode(CullMode::Front)
.front_face(FrontFace::CounterClockwise),
)
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
.build(device.clone())
.unwrap();
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let mut recreate_swapchain = false;
let vertices = [
Vertex {
position: [-1.0, 1.0],
color: [1.0, 0.0, 0.0],
},
Vertex {
position: [0.0, -1.0],
color: [0.0, 1.0, 0.0],
},
Vertex {
position: [1.0, 1.0],
color: [0.0, 0.0, 1.0],
},
];
let vertex_buffer = CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage {
vertex_buffer: true,
..BufferUsage::empty()
},
false,
vertices,
)
.unwrap();
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// NOTE: We don't create any descriptor sets in this example, but you should
// note that passing wrong types, providing sets at wrong indexes will cause
// descriptor set builder to return Err!
let mut viewport = Viewport {
origin: [0.0, 0.0],
dimensions: [0.0, 0.0],
depth_range: 0.0..1.0,
};
let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut viewport);
let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
event_loop.run(move |event, _, control_flow| match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
*control_flow = ControlFlow::Exit;
}
Event::WindowEvent {
event: WindowEvent::Resized(_),
..
} => {
recreate_swapchain = true;
}
Event::RedrawEventsCleared => {
let dimensions = surface.window().inner_size();
if dimensions.width == 0 || dimensions.height == 0 {
return;
}
previous_frame_end.as_mut().unwrap().cleanup_finished();
if recreate_swapchain {
let (new_swapchain, new_images) = match swapchain.recreate(SwapchainCreateInfo {
image_extent: dimensions.into(),
..swapchain.create_info()
}) {
Ok(r) => r,
Err(SwapchainCreationError::ImageExtentNotSupported { .. }) => return,
Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
};
swapchain = new_swapchain;
framebuffers =
window_size_dependent_setup(&new_images, render_pass.clone(), &mut viewport);
recreate_swapchain = false;
}
let (image_num, suboptimal, acquire_future) =
match acquire_next_image(swapchain.clone(), None) {
Ok(r) => r,
Err(AcquireError::OutOfDate) => {
recreate_swapchain = true;
return;
}
Err(e) => panic!("Failed to acquire next image: {:?}", e),
};
if suboptimal {
recreate_swapchain = true;
}
let mut builder = AutoCommandBufferBuilder::primary(
device.clone(),
queue.queue_family_index(),
CommandBufferUsage::MultipleSubmit,
)
.unwrap();
builder
.begin_render_pass(
RenderPassBeginInfo {
clear_values: vec![Some([0.0, 0.0, 0.0, 1.0].into())],
..RenderPassBeginInfo::framebuffer(framebuffers[image_num].clone())
},
SubpassContents::Inline,
)
.unwrap()
.set_viewport(0, [viewport.clone()])
.bind_pipeline_graphics(graphics_pipeline.clone())
.bind_vertex_buffers(0, vertex_buffer.clone())
.draw(vertex_buffer.len() as u32, 1, 0, 0)
.unwrap()
.end_render_pass()
.unwrap();
let command_buffer = builder.build().unwrap();
let future = previous_frame_end
.take()
.unwrap()
.join(acquire_future)
.then_execute(queue.clone(), command_buffer)
.unwrap()
.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
.then_signal_fence_and_flush();
match future {
Ok(future) => {
previous_frame_end = Some(future.boxed());
}
Err(FlushError::OutOfDate) => {
recreate_swapchain = true;
previous_frame_end = Some(sync::now(device.clone()).boxed());
}
Err(e) => {
println!("Failed to flush future: {:?}", e);
previous_frame_end = Some(sync::now(device.clone()).boxed());
}
}
}
_ => (),
});
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}
/// This method is called once during initialization, then again whenever the window is resized
fn window_size_dependent_setup(
images: &[Arc<SwapchainImage<Window>>],
render_pass: Arc<RenderPass>,
viewport: &mut Viewport,
) -> Vec<Arc<Framebuffer>> {
let dimensions = images[0].dimensions().width_height();
viewport.dimensions = [dimensions[0] as f32, dimensions[1] as f32];
images
.iter()
.map(|image| {
let view = ImageView::new_default(image.clone()).unwrap();
Framebuffer::new(
render_pass.clone(),
FramebufferCreateInfo {
attachments: vec![view],
..Default::default()
},
)
.unwrap()
})
.collect::<Vec<_>>()
}