2021-09-04 04:20:05 +00:00
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// Copyright (c) 2016 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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// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or https://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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// An immutable sampler is a sampler that is integrated into the descriptor set layout
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// (and thus pipeline layout), instead of being written to an individual descriptor set.
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// Consequently, all descriptor sets with this layout will share the same sampler.
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//
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// This example is almost identical to the image example, but with two differences, which have
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// been commented:
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// - The sampler is added to the descriptor set layout at pipeline creation.
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// - No sampler is included when building a descriptor set.
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use png;
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use std::io::Cursor;
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use std::sync::Arc;
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, SubpassContents};
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use vulkano::descriptor_set::PersistentDescriptorSet;
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use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType};
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use vulkano::device::{Device, DeviceExtensions, Features};
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use vulkano::format::Format;
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2021-11-02 20:33:58 +00:00
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use vulkano::image::ImageAccess;
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2021-09-04 04:20:05 +00:00
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use vulkano::image::{
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view::ImageView, ImageDimensions, ImageUsage, ImmutableImage, MipmapsCount, SwapchainImage,
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};
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use vulkano::instance::Instance;
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Lots of additional dynamic state, and some new pipeline state (#1724)
* Add extra dynamic state commands to the command buffer builders
* Add TessellationState
* Re-enable InputAssemblyState, add dynamic state, update Ash
* Rework depth_stencil module, add dynamic state
* Rename module raster > rasterization, add dynamic state
* Replace DynamicStateMode with bool, replace Option with StateMode enum for potentially dynamic states, rename Blend > ColorBlendState, add dynamic state
* Re-enable MultisampleState
* Re-enable ViewportState, add state to GraphicsPipeline with retrieval methods, add dynamic state
* Add builder methods for state types
* Color blend improvements
* Further checks on input assembly dynamic state
* Add color_write_enable
* Add topology class, check that it matches
* Add line_stipple
* Move some builder code to the individual state types
* Add discard rectangles
* Trim down GraphicsPipelineCreationError variants, order alphabetically
2021-10-12 12:42:32 +00:00
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use vulkano::pipeline::color_blend::ColorBlendState;
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use vulkano::pipeline::input_assembly::{InputAssemblyState, PrimitiveTopology};
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use vulkano::pipeline::viewport::{Viewport, ViewportState};
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2021-11-13 10:10:52 +00:00
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use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint};
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2021-11-02 20:33:58 +00:00
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use vulkano::render_pass::{Framebuffer, RenderPass, Subpass};
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2021-09-04 04:20:05 +00:00
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use vulkano::sampler::{Filter, MipmapMode, Sampler, SamplerAddressMode};
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Lots of additional dynamic state, and some new pipeline state (#1724)
* Add extra dynamic state commands to the command buffer builders
* Add TessellationState
* Re-enable InputAssemblyState, add dynamic state, update Ash
* Rework depth_stencil module, add dynamic state
* Rename module raster > rasterization, add dynamic state
* Replace DynamicStateMode with bool, replace Option with StateMode enum for potentially dynamic states, rename Blend > ColorBlendState, add dynamic state
* Re-enable MultisampleState
* Re-enable ViewportState, add state to GraphicsPipeline with retrieval methods, add dynamic state
* Add builder methods for state types
* Color blend improvements
* Further checks on input assembly dynamic state
* Add color_write_enable
* Add topology class, check that it matches
* Add line_stipple
* Move some builder code to the individual state types
* Add discard rectangles
* Trim down GraphicsPipelineCreationError variants, order alphabetically
2021-10-12 12:42:32 +00:00
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use vulkano::swapchain::{self, AcquireError, Swapchain, SwapchainCreationError};
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use vulkano::sync::{self, FlushError, GpuFuture};
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2021-09-04 04:20:05 +00:00
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use vulkano::Version;
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use vulkano_win::VkSurfaceBuild;
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use winit::event::{Event, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::{Window, WindowBuilder};
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fn main() {
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let required_extensions = vulkano_win::required_extensions();
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let instance = Instance::new(None, Version::V1_1, &required_extensions, None).unwrap();
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let event_loop = EventLoop::new();
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let surface = WindowBuilder::new()
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.build_vk_surface(&event_loop, instance.clone())
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.unwrap();
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let device_extensions = DeviceExtensions {
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khr_swapchain: true,
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..DeviceExtensions::none()
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};
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let (physical_device, queue_family) = PhysicalDevice::enumerate(&instance)
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.filter(|&p| p.supported_extensions().is_superset_of(&device_extensions))
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.filter_map(|p| {
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p.queue_families()
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.find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false))
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.map(|q| (p, q))
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})
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.min_by_key(|(p, _)| match p.properties().device_type {
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PhysicalDeviceType::DiscreteGpu => 0,
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PhysicalDeviceType::IntegratedGpu => 1,
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PhysicalDeviceType::VirtualGpu => 2,
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PhysicalDeviceType::Cpu => 3,
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PhysicalDeviceType::Other => 4,
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})
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.unwrap();
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println!(
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"Using device: {} (type: {:?})",
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physical_device.properties().device_name,
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physical_device.properties().device_type,
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);
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let (device, mut queues) = Device::new(
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physical_device,
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&Features::none(),
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&physical_device
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.required_extensions()
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.union(&device_extensions),
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[(queue_family, 0.5)].iter().cloned(),
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)
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.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_device).unwrap();
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let composite_alpha = caps.supported_composite_alpha.iter().next().unwrap();
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let format = caps.supported_formats[0].0;
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let dimensions: [u32; 2] = surface.window().inner_size().into();
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Swapchain::start(device.clone(), surface.clone())
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.num_images(caps.min_image_count)
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.format(format)
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.dimensions(dimensions)
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.usage(ImageUsage::color_attachment())
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.sharing_mode(&queue)
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.composite_alpha(composite_alpha)
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.build()
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.unwrap()
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};
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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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vulkano::impl_vertex!(Vertex, position);
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let vertex_buffer = CpuAccessibleBuffer::<[Vertex]>::from_iter(
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device.clone(),
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BufferUsage::all(),
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false,
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[
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Vertex {
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position: [-0.5, -0.5],
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},
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Vertex {
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position: [-0.5, 0.5],
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},
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Vertex {
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position: [0.5, -0.5],
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},
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Vertex {
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position: [0.5, 0.5],
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},
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]
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.iter()
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.cloned(),
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)
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.unwrap();
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2021-11-13 15:06:16 +00:00
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let vs = vs::load(device.clone()).unwrap();
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let fs = fs::load(device.clone()).unwrap();
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2021-11-02 20:33:58 +00:00
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let render_pass = vulkano::single_pass_renderpass!(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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)
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.unwrap();
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2021-09-04 04:20:05 +00:00
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let (texture, tex_future) = {
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let png_bytes = include_bytes!("image_img.png").to_vec();
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let cursor = Cursor::new(png_bytes);
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let decoder = png::Decoder::new(cursor);
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2021-09-04 06:41:17 +00:00
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let mut reader = decoder.read_info().unwrap();
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let info = reader.info();
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2021-09-04 04:20:05 +00:00
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let dimensions = ImageDimensions::Dim2d {
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width: info.width,
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height: info.height,
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array_layers: 1,
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};
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let mut image_data = Vec::new();
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image_data.resize((info.width * info.height * 4) as usize, 0);
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reader.next_frame(&mut image_data).unwrap();
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let (image, future) = ImmutableImage::from_iter(
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image_data.iter().cloned(),
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dimensions,
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MipmapsCount::One,
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Format::R8G8B8A8_SRGB,
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queue.clone(),
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)
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.unwrap();
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(ImageView::new(image).unwrap(), future)
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};
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let sampler = Sampler::new(
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device.clone(),
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Filter::Linear,
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Filter::Linear,
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MipmapMode::Nearest,
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SamplerAddressMode::Repeat,
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SamplerAddressMode::Repeat,
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SamplerAddressMode::Repeat,
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0.0,
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1.0,
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0.0,
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0.0,
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)
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.unwrap();
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Lots of additional dynamic state, and some new pipeline state (#1724)
* Add extra dynamic state commands to the command buffer builders
* Add TessellationState
* Re-enable InputAssemblyState, add dynamic state, update Ash
* Rework depth_stencil module, add dynamic state
* Rename module raster > rasterization, add dynamic state
* Replace DynamicStateMode with bool, replace Option with StateMode enum for potentially dynamic states, rename Blend > ColorBlendState, add dynamic state
* Re-enable MultisampleState
* Re-enable ViewportState, add state to GraphicsPipeline with retrieval methods, add dynamic state
* Add builder methods for state types
* Color blend improvements
* Further checks on input assembly dynamic state
* Add color_write_enable
* Add topology class, check that it matches
* Add line_stipple
* Move some builder code to the individual state types
* Add discard rectangles
* Trim down GraphicsPipelineCreationError variants, order alphabetically
2021-10-12 12:42:32 +00:00
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let subpass = Subpass::from(render_pass.clone(), 0).unwrap();
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2021-11-02 20:33:58 +00:00
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let pipeline = GraphicsPipeline::start()
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.vertex_input_single_buffer::<Vertex>()
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2021-11-13 15:06:16 +00:00
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.vertex_shader(vs.entry_point("main").unwrap(), ())
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2021-11-02 20:33:58 +00:00
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.input_assembly_state(InputAssemblyState::new().topology(PrimitiveTopology::TriangleStrip))
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.viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant())
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2021-11-13 15:06:16 +00:00
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.fragment_shader(fs.entry_point("main").unwrap(), ())
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2021-11-02 20:33:58 +00:00
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.color_blend_state(ColorBlendState::new(subpass.num_color_attachments()).blend_alpha())
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.render_pass(subpass)
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.with_auto_layout(device.clone(), |set_descs| {
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// Modify the auto-generated layout by setting an immutable sampler to
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// set 0 binding 0.
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set_descs[0].set_immutable_samplers(0, [sampler]);
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})
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.unwrap();
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2021-09-04 04:20:05 +00:00
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let layout = pipeline.layout().descriptor_set_layouts().get(0).unwrap();
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let mut set_builder = PersistentDescriptorSet::start(layout.clone());
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// Use `add_image` instead of `add_sampled_image`, since the sampler is already in the layout.
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set_builder.add_image(texture.clone()).unwrap();
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2021-11-02 20:33:58 +00:00
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let set = set_builder.build().unwrap();
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2021-09-04 04:20:05 +00:00
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let mut viewport = Viewport {
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origin: [0.0, 0.0],
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dimensions: [0.0, 0.0],
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depth_range: 0.0..1.0,
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};
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let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut viewport);
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let mut recreate_swapchain = false;
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let mut previous_frame_end = Some(tex_future.boxed());
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event_loop.run(move |event, _, control_flow| match event {
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => {
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*control_flow = ControlFlow::Exit;
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}
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Event::WindowEvent {
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event: WindowEvent::Resized(_),
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..
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} => {
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recreate_swapchain = true;
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}
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Event::RedrawEventsCleared => {
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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: [u32; 2] = surface.window().inner_size().into();
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let (new_swapchain, new_images) =
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match swapchain.recreate().dimensions(dimensions).build() {
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Ok(r) => r,
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Err(SwapchainCreationError::UnsupportedDimensions) => return,
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Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
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};
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swapchain = new_swapchain;
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framebuffers =
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window_size_dependent_setup(&new_images, render_pass.clone(), &mut viewport);
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recreate_swapchain = false;
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}
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let (image_num, suboptimal, acquire_future) =
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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(e) => panic!("Failed to acquire next image: {:?}", e),
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};
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if suboptimal {
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recreate_swapchain = true;
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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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let mut builder = AutoCommandBufferBuilder::primary(
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device.clone(),
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queue.family(),
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CommandBufferUsage::OneTimeSubmit,
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)
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.unwrap();
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builder
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.begin_render_pass(
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framebuffers[image_num].clone(),
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SubpassContents::Inline,
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clear_values,
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)
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.unwrap()
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.set_viewport(0, [viewport.clone()])
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.bind_pipeline_graphics(pipeline.clone())
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.bind_descriptor_sets(
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PipelineBindPoint::Graphics,
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pipeline.layout().clone(),
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0,
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set.clone(),
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)
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.bind_vertex_buffers(0, vertex_buffer.clone())
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.draw(vertex_buffer.len() as u32, 1, 0, 0)
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.unwrap()
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.end_render_pass()
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.unwrap();
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let command_buffer = builder.build().unwrap();
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let future = previous_frame_end
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.take()
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.unwrap()
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.join(acquire_future)
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.then_execute(queue.clone(), command_buffer)
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.unwrap()
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.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
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.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());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_ => (),
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
/// 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,
|
2021-11-02 20:33:58 +00:00
|
|
|
) -> Vec<Arc<Framebuffer>> {
|
|
|
|
let dimensions = images[0].dimensions().width_height();
|
2021-09-04 04:20:05 +00:00
|
|
|
viewport.dimensions = [dimensions[0] as f32, dimensions[1] as f32];
|
|
|
|
|
|
|
|
images
|
|
|
|
.iter()
|
|
|
|
.map(|image| {
|
|
|
|
let view = ImageView::new(image.clone()).unwrap();
|
2021-11-02 20:33:58 +00:00
|
|
|
Framebuffer::start(render_pass.clone())
|
|
|
|
.add(view)
|
|
|
|
.unwrap()
|
|
|
|
.build()
|
|
|
|
.unwrap()
|
2021-09-04 04:20:05 +00:00
|
|
|
})
|
|
|
|
.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);
|
|
|
|
}"
|
|
|
|
}
|
|
|
|
}
|