vulkano/examples/src/bin/shader-include/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>,
// 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 how to use the standard and relative include directives within
// shader source code. The boilerplate is taken from the "basic-compute-shader.rs" example, where
// most of the boilerplate is explained.
use vulkano::{
buffer::{BufferUsage, CpuAccessibleBuffer},
command_buffer::{
allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage,
},
descriptor_set::{
allocator::StandardDescriptorSetAllocator, PersistentDescriptorSet, WriteDescriptorSet,
},
device::{
physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, QueueCreateInfo,
QueueFlags,
},
instance::{Instance, InstanceCreateInfo},
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memory::allocator::StandardMemoryAllocator,
pipeline::{ComputePipeline, Pipeline, PipelineBindPoint},
sync::{self, GpuFuture},
VulkanLibrary,
};
fn main() {
let library = VulkanLibrary::new().unwrap();
let instance = Instance::new(
library,
InstanceCreateInfo {
// Enable enumerating devices that use non-conformant vulkan implementations. (ex. MoltenVK)
enumerate_portability: true,
..Default::default()
},
)
.unwrap();
let device_extensions = DeviceExtensions {
khr_storage_buffer_storage_class: 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()
.position(|q| q.queue_flags.intersects(QueueFlags::COMPUTE))
.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 pipeline = {
mod cs {
vulkano_shaders::shader! {
ty: "compute",
// We declare what directories to search for when using the `#include <...>`
// syntax. Specified directories have descending priorities based on their order.
include: [ "src/bin/shader-include/standard-shaders" ],
src: "
#version 450
// Substitutes this line with the contents of the file `common.glsl` found in one of the standard
// `include` directories specified above.
// Note, that relative inclusion (`#include \"...\"`), although it falls back to standard
// inclusion, should not be used for **embedded** shader source, as it may be misleading and/or
// confusing.
#include <common.glsl>
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 0) buffer Data {
uint data[];
} data;
void main() {
uint idx = gl_GlobalInvocationID.x;
data.data[idx] = multiply_by_12(data.data[idx]);
}
"
}
}
let shader = cs::load(device.clone()).unwrap();
ComputePipeline::new(
device.clone(),
shader.entry_point("main").unwrap(),
&(),
None,
|_| {},
)
.unwrap()
};
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let memory_allocator = StandardMemoryAllocator::new_default(device.clone());
let descriptor_set_allocator = StandardDescriptorSetAllocator::new(device.clone());
let command_buffer_allocator =
StandardCommandBufferAllocator::new(device.clone(), Default::default());
let data_buffer = {
let data_iter = 0..65536u32;
CpuAccessibleBuffer::from_iter(
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&memory_allocator,
BufferUsage::STORAGE_BUFFER,
false,
data_iter,
)
.unwrap()
};
let layout = pipeline.layout().set_layouts().get(0).unwrap();
let set = PersistentDescriptorSet::new(
&descriptor_set_allocator,
layout.clone(),
[WriteDescriptorSet::buffer(0, data_buffer.clone())],
)
.unwrap();
let mut builder = AutoCommandBufferBuilder::primary(
&command_buffer_allocator,
queue.queue_family_index(),
CommandBufferUsage::OneTimeSubmit,
)
.unwrap();
builder
.bind_pipeline_compute(pipeline.clone())
.bind_descriptor_sets(
PipelineBindPoint::Compute,
pipeline.layout().clone(),
0,
set,
)
.dispatch([1024, 1, 1])
.unwrap();
let command_buffer = builder.build().unwrap();
let future = sync::now(device)
.then_execute(queue, command_buffer)
.unwrap()
.then_signal_fence_and_flush()
.unwrap();
future.wait(None).unwrap();
let data_buffer_content = data_buffer.read().unwrap();
for n in 0..65536u32 {
assert_eq!(data_buffer_content[n as usize], n * 12);
}
println!("Success");
}