vulkano/examples/src/bin/indirect.rs

344 lines
13 KiB
Rust
Raw Normal View History

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