vulkano/examples/src/bin/image/main.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.
use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
use vulkano::device::{Device, DeviceExtensions};
use vulkano::format::Format;
use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, Subpass, RenderPassAbstract};
use vulkano::image::{SwapchainImage, ImmutableImage, Dimensions};
use vulkano::instance::{Instance, PhysicalDevice};
use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::viewport::Viewport;
use vulkano::sampler::{Sampler, SamplerAddressMode, Filter, MipmapMode};
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::{EventsLoop, Window, WindowBuilder, Event, WindowEvent};
use image::ImageFormat;
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use std::sync::Arc;
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fn main() {
// The start of this example is exactly the same as `triangle`. You should read the
// `triangle` example if you haven't done so yet.
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let extensions = vulkano_win::required_extensions();
let instance = Instance::new(None, &extensions, None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
let mut events_loop = EventsLoop::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();
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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();
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let (mut swapchain, images) = {
let caps = surface.capabilities(physical).unwrap();
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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 = if let Some(dimensions) = window.get_inner_size() {
// convert to physical pixels
let dimensions: (u32, u32) = dimensions.to_physical(window.get_hidpi_factor()).into();
[dimensions.0, dimensions.1]
} else {
// The window no longer exists so exit the application.
return;
};
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Swapchain::new(device.clone(), surface.clone(), caps.min_image_count, format,
initial_dimensions, 1, usage, &queue, SurfaceTransform::Identity, alpha,
PresentMode::Fifo, true, None).unwrap()
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};
#[derive(Default, Debug, Clone)]
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struct Vertex { position: [f32; 2] }
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vulkano::impl_vertex!(Vertex, position);
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let vertex_buffer = CpuAccessibleBuffer::<[Vertex]>::from_iter(
device.clone(),
BufferUsage::all(),
[
Vertex { position: [-0.5, -0.5 ] },
Vertex { position: [-0.5, 0.5 ] },
Vertex { position: [ 0.5, -0.5 ] },
Vertex { position: [ 0.5, 0.5 ] },
].iter().cloned()
).unwrap();
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let vs = vs::Shader::load(device.clone()).unwrap();
let fs = fs::Shader::load(device.clone()).unwrap();
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let render_pass = Arc::new(
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vulkano::single_pass_renderpass!(device.clone(),
attachments: {
color: {
load: Clear,
store: Store,
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format: swapchain.format(),
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samples: 1,
}
},
pass: {
color: [color],
depth_stencil: {}
}
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).unwrap()
);
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let (texture, tex_future) = {
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let image = image::load_from_memory_with_format(include_bytes!("image_img.png"),
ImageFormat::PNG).unwrap().to_rgba();
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let image_data = image.into_raw().clone();
ImmutableImage::from_iter(
image_data.iter().cloned(),
Dimensions::Dim2d { width: 93, height: 93 },
Format::R8G8B8A8Srgb,
queue.clone()
).unwrap()
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};
let sampler = Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap();
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let pipeline = Arc::new(GraphicsPipeline::start()
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.vertex_input_single_buffer::<Vertex>()
.vertex_shader(vs.main_entry_point(), ())
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.triangle_strip()
.viewports_dynamic_scissors_irrelevant(1)
.fragment_shader(fs.main_entry_point(), ())
.blend_alpha_blending()
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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.build(device.clone())
.unwrap());
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let set = Arc::new(PersistentDescriptorSet::start(pipeline.clone(), 0)
.add_sampled_image(texture.clone(), sampler.clone()).unwrap()
.build().unwrap()
);
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let mut dynamic_state = DynamicState { line_width: None, viewports: None, scissors: 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 = Box::new(tex_future) as Box<GpuFuture>;
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loop {
previous_frame_end.cleanup_finished();
if recreate_swapchain {
let dimensions = if let Some(dimensions) = window.get_inner_size() {
let dimensions: (u32, u32) = dimensions.to_physical(window.get_hidpi_factor()).into();
[dimensions.0, dimensions.1]
} else {
return;
};
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let (new_swapchain, new_images) = match swapchain.recreate_with_dimension(dimensions) {
Ok(r) => r,
Err(SwapchainCreationError::UnsupportedDimensions) => continue,
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, future) = match swapchain::acquire_next_image(swapchain.clone(), None) {
Ok(r) => r,
Err(AcquireError::OutOfDate) => {
recreate_swapchain = true;
continue;
}
Err(err) => panic!("{:?}", err)
};
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let clear_values = vec!([0.0, 0.0, 1.0, 1.0].into());
let cb = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family())
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.unwrap()
.begin_render_pass(framebuffers[image_num].clone(), false, clear_values).unwrap()
.draw(pipeline.clone(), &dynamic_state, vertex_buffer.clone(), set.clone(), ()).unwrap()
.end_render_pass().unwrap()
.build().unwrap();
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let future = previous_frame_end.join(future)
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.then_execute(queue.clone(), cb).unwrap()
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.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
.then_signal_fence_and_flush();
match future {
Ok(future) => {
previous_frame_end = Box::new(future) as Box<_>;
}
Err(FlushError::OutOfDate) => {
recreate_swapchain = true;
previous_frame_end = Box::new(sync::now(device.clone())) as Box<_>;
}
Err(e) => {
println!("{:?}", e);
previous_frame_end = Box::new(sync::now(device.clone())) as Box<_>;
}
}
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let mut done = false;
events_loop.poll_events(|ev| {
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match ev {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => done = true,
Event::WindowEvent { event: WindowEvent::Resized(_), .. } => recreate_swapchain = true,
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_ => ()
}
});
if done { return; }
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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<RenderPassAbstract + Send + Sync>,
dynamic_state: &mut DynamicState
) -> Vec<Arc<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<FramebufferAbstract + Send + Sync>
}).collect::<Vec<_>>()
}
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
src: "
#version 450
layout(location = 0) in vec2 position;
layout(location = 0) out vec2 tex_coords;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
tex_coords = position + vec2(0.5);
}"
}
}
mod fs {
vulkano_shaders::shader!{
ty: "fragment",
src: "
#version 450
layout(location = 0) in vec2 tex_coords;
layout(location = 0) out vec4 f_color;
layout(set = 0, binding = 0) uniform sampler2D tex;
void main() {
f_color = texture(tex, tex_coords);
}"
}
}