2019-08-03 15:42:47 +00:00
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// Copyright (c) 2019 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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// Indirect draw example
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//
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// Indirect draw calls allow us to issue a draw without needing to know the number of vertices
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// until later when the draw is executed by the GPU.
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//
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// This is used in situations where vertices are being generated on the GPU, such as a GPU
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// particle simulation, and the exact number of output vertices cannot be known until
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// the compute shader has run.
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//
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// In this example the compute shader is trivial and the number of vertices does not change.
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// However is does demonstrate that each compute instance atomically updates the vertex
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// counter before filling the vertex buffer.
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//
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// For an explanation of how the rendering of the triangles takes place see the `triangle.rs`
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// example.
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//
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#[macro_use]
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extern crate vulkano;
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extern crate vulkano_shaders;
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extern crate winit;
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extern crate vulkano_win;
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use vulkano::buffer::{BufferUsage, CpuBufferPool};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState, DrawIndirectCommand};
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use vulkano::device::{Device, DeviceExtensions};
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use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, Subpass, RenderPassAbstract};
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use vulkano::image::SwapchainImage;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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use vulkano::instance::{Instance, PhysicalDevice};
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use vulkano::pipeline::{ComputePipeline, GraphicsPipeline};
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use vulkano::pipeline::viewport::Viewport;
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use vulkano::swapchain::{AcquireError, PresentMode, SurfaceTransform, Swapchain, SwapchainCreationError};
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use vulkano::swapchain;
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use vulkano::sync::{GpuFuture, FlushError};
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use vulkano::sync;
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use vulkano_win::VkSurfaceBuild;
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2019-10-18 19:24:20 +00:00
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use winit::event_loop::{EventLoop, ControlFlow};
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use winit::window::{Window, WindowBuilder};
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use winit::event::{Event, WindowEvent};
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2019-08-03 15:42:47 +00:00
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use std::sync::Arc;
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use std::iter;
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// # Vertex Types
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// `Vertex` is the vertex type that will be output from the compute shader and be input to the vertex shader.
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#[derive(Default, Debug, Clone)]
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struct Vertex {
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position: [f32; 2],
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}
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impl_vertex!(Vertex, position);
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fn main() {
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let instance = {
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let extensions = vulkano_win::required_extensions();
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Instance::new(None, &extensions, None).unwrap()
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};
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
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2019-10-18 19:24:20 +00:00
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let events_loop = EventLoop::new();
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let surface = WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap();
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let window = surface.window();
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let queue_family = physical.queue_families().find(|&q| {
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q.supports_graphics() && surface.is_supported(q).unwrap_or(false)
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}).unwrap();
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let device_ext = DeviceExtensions { khr_swapchain: true, .. DeviceExtensions::none() };
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let (device, mut queues) = Device::new(physical, physical.supported_features(), &device_ext,
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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let (mut swapchain, images) = {
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let caps = surface.capabilities(physical).unwrap();
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let usage = caps.supported_usage_flags;
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let alpha = caps.supported_composite_alpha.iter().next().unwrap();
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let format = caps.supported_formats[0].0;
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let initial_dimensions = {
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let dimensions: (u32, u32) = window.inner_size().to_physical(window.hidpi_factor()).into();
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[dimensions.0, dimensions.1]
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};
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Swapchain::new(device.clone(), surface.clone(), caps.min_image_count, format,
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initial_dimensions, 1, usage, &queue, SurfaceTransform::Identity, alpha,
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PresentMode::Fifo, true, None).unwrap()
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};
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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// The triangle vertex positions.
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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"
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}
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}
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// A simple compute shader that generates vertices. It has two buffers bound: the first is where we output the vertices, the second
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// is the IndirectDrawArgs struct we passed the draw_indirect so we can set the number to vertices to draw
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mod cs {
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vulkano_shaders::shader! {
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ty: "compute",
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src: "
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#version 450
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layout(local_size_x = 16, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 0) buffer Output {
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vec2 pos[];
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} triangles;
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layout(set = 0, binding = 1) buffer IndirectDrawArgs {
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uint vertices;
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uint unused0;
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uint unused1;
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uint unused2;
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};
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void main() {
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uint idx = gl_GlobalInvocationID.x;
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// each thread of compute shader is going to increment the counter, so we need to use atomic
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// operations for safety. The previous value of the counter is returned so that gives us
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// the offset into the vertex buffer this thread can write it's vertices into.
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uint offset = atomicAdd(vertices, 6);
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vec2 center = vec2(-0.8, -0.8) + idx * vec2(0.1, 0.1);
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triangles.pos[offset + 0] = center + vec2(0.0, 0.0375);
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triangles.pos[offset + 1] = center + vec2(0.025, -0.01725);
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triangles.pos[offset + 2] = center + vec2(-0.025, -0.01725);
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triangles.pos[offset + 3] = center + vec2(0.0, -0.0375);
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triangles.pos[offset + 4] = center + vec2(0.025, 0.01725);
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triangles.pos[offset + 5] = center + vec2(-0.025, 0.01725);
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}
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"
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}
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}
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let vs = vs::Shader::load(device.clone()).unwrap();
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let fs = fs::Shader::load(device.clone()).unwrap();
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let cs = cs::Shader::load(device.clone()).unwrap();
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// Each frame we generate a new set of vertices and each frame we need a new DrawIndirectCommand struct to
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// set the number of vertices to draw
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let indirect_args_pool: CpuBufferPool<DrawIndirectCommand> = CpuBufferPool::new(device.clone(), BufferUsage::all());
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let vertex_pool : CpuBufferPool<Vertex> = CpuBufferPool::new(device.clone(), BufferUsage::all());
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let compute_pipeline = Arc::new(ComputePipeline::new(device.clone(), &cs.main_entry_point(), &()).unwrap());
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let render_pass = Arc::new(single_pass_renderpass!(
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device.clone(),
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attachments: {
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color: {
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load: Clear,
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store: Store,
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format: swapchain.format(),
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samples: 1,
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}
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},
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pass: {
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color: [color],
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depth_stencil: {}
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}
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).unwrap());
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let render_pipeline = Arc::new(GraphicsPipeline::start()
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.vertex_input_single_buffer()
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.vertex_shader(vs.main_entry_point(), ())
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.triangle_list()
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.viewports_dynamic_scissors_irrelevant(1)
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.fragment_shader(fs.main_entry_point(), ())
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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.build(device.clone())
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.unwrap());
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2019-10-18 15:23:05 +00:00
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let mut dynamic_state = DynamicState { line_width: None, viewports: None, scissors: None, compare_mask: None, write_mask: None, reference: None };
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let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
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let mut recreate_swapchain = false;
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let mut previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>);
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events_loop.run(move |ev, _, cf| {
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*cf = ControlFlow::Poll;
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let window = surface.window();
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previous_frame_end.as_mut().unwrap().cleanup_finished();
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if recreate_swapchain {
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let dimensions = {
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let dimensions: (u32, u32) = window.inner_size().to_physical(window.hidpi_factor()).into();
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[dimensions.0, dimensions.1]
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};
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let (new_swapchain, new_images) = match swapchain.recreate_with_dimension(dimensions) {
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Ok(r) => r,
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Err(SwapchainCreationError::UnsupportedDimensions) => return,
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Err(err) => panic!("{:?}", err)
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};
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swapchain = new_swapchain;
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framebuffers = window_size_dependent_setup(&new_images, render_pass.clone(), &mut dynamic_state);
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recreate_swapchain = false;
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}
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let (image_num, acquire_future) = match swapchain::acquire_next_image(swapchain.clone(), None) {
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Ok(r) => r,
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Err(AcquireError::OutOfDate) => {
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recreate_swapchain = true;
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return;
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},
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Err(err) => panic!("{:?}", err)
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};
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let clear_values = vec!([0.0, 0.0, 1.0, 1.0].into());
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// Allocate a GPU buffer to hold the arguments for this frames draw call. The compute
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// shader will only update vertex_count, so set the other parameters correctly here.
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let indirect_args = indirect_args_pool.chunk(iter::once(
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DrawIndirectCommand{
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vertex_count: 0,
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instance_count: 1,
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first_vertex: 0,
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first_instance: 0,
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})).unwrap();
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// Allocate a GPU buffer to hold this frames vertices. This needs to be large enough to hold
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// the worst case number of vertices generated by the compute shader
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let vertices = vertex_pool.chunk((0..(6 * 16)).map(|_| Vertex{ position: [0.0;2] })).unwrap();
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// Pass the two buffers to the compute shader
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let cs_desciptor_set = Arc::new(PersistentDescriptorSet::start(compute_pipeline.clone(), 0)
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.add_buffer(vertices.clone()).unwrap()
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.add_buffer(indirect_args.clone()).unwrap()
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.build().unwrap()
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);
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let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
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// First in the command buffer we dispatch the compute shader to generate the vertices and fill out the draw
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// call arguments
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.dispatch([1,1,1], compute_pipeline.clone(), cs_desciptor_set.clone(), ())
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.unwrap()
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.begin_render_pass(framebuffers[image_num].clone(), false, clear_values)
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.unwrap()
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// The indirect draw call is placed in the command buffer with a reference to the GPU buffer that will
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// contain the arguments when the draw is executed on the GPU
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.draw_indirect(
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render_pipeline.clone(),
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&dynamic_state,
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vertices.clone(),
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indirect_args.clone(),
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(),
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()
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)
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.unwrap()
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.end_render_pass()
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.unwrap()
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.build().unwrap();
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2019-10-18 19:24:20 +00:00
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let prev = previous_frame_end.take();
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let future = prev.unwrap().join(acquire_future)
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.then_execute(queue.clone(), command_buffer).unwrap()
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.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
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.then_signal_fence_and_flush();
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match future {
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Ok(future) => {
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2019-10-20 21:27:33 +00:00
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// This wait is required when using NVIDIA or running on macOS. See https://github.com/vulkano-rs/vulkano/issues/1247
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future.wait(None).unwrap();
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previous_frame_end = Some(Box::new(future) as Box<_>);
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}
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Err(FlushError::OutOfDate) => {
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recreate_swapchain = true;
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previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<_>);
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}
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Err(e) => {
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println!("{:?}", e);
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previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<_>);
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}
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}
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match ev {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => *cf = ControlFlow::Exit,
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => recreate_swapchain = true,
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_ => ()
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}
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});
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}
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/// This method is called once during initialization, then again whenever the window is resized
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fn window_size_dependent_setup(
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images: &[Arc<SwapchainImage<Window>>],
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
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dynamic_state: &mut DynamicState
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) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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let dimensions = images[0].dimensions();
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let viewport = Viewport {
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origin: [0.0, 0.0],
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dimensions: [dimensions[0] as f32, dimensions[1] as f32],
|
|
|
|
depth_range: 0.0 .. 1.0,
|
|
|
|
};
|
|
|
|
dynamic_state.viewports = Some(vec!(viewport));
|
|
|
|
|
|
|
|
images.iter().map(|image| {
|
|
|
|
Arc::new(
|
|
|
|
Framebuffer::start(render_pass.clone())
|
|
|
|
.add(image.clone()).unwrap()
|
|
|
|
.build().unwrap()
|
|
|
|
) as Arc<dyn FramebufferAbstract + Send + Sync>
|
|
|
|
}).collect::<Vec<_>>()
|
|
|
|
}
|