diff --git a/examples/src/bin/basic-compute-shader.rs b/examples/src/bin/basic-compute-shader.rs index d23dc2b0..1d9b3aad 100644 --- a/examples/src/bin/basic-compute-shader.rs +++ b/examples/src/bin/basic-compute-shader.rs @@ -28,25 +28,6 @@ use vulkano::sync; use std::sync::Arc; -mod cs { - vulkano_shaders::shader!{ - ty: "compute", - src: " -#version 450 - -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] *= 12; -}" - } -} - fn main() { // As with other examples, the first step is to create an instance. let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap(); @@ -90,6 +71,24 @@ fn main() { // If you are familiar with graphics pipeline, the principle is the same except that compute // pipelines are much simpler to create. let pipeline = Arc::new({ + mod cs { + vulkano_shaders::shader!{ + ty: "compute", + src: " +#version 450 + +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] *= 12; +}" + } + } let shader = cs::Shader::load(device.clone()).unwrap(); ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap() }); diff --git a/examples/src/bin/msaa-renderpass.rs b/examples/src/bin/msaa-renderpass.rs index a68dfd7e..bdf170ee 100644 --- a/examples/src/bin/msaa-renderpass.rs +++ b/examples/src/bin/msaa-renderpass.rs @@ -84,34 +84,6 @@ use vulkano::pipeline::viewport::Viewport; use vulkano::sync::GpuFuture; use vulkano::format::ClearValue; -mod vs { - vulkano_shaders::shader!{ - ty: "vertex", - src: " -#version 450 - -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); -}" - } -} - fn main() { // The usual Vulkan initialization. let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap(); @@ -180,6 +152,34 @@ fn main() { // At the end of the example, we copy the content of `image` (ie. the final image) to a buffer, // then read the content of that buffer and save it to a PNG file. + mod vs { + vulkano_shaders::shader!{ + ty: "vertex", + src: " +#version 450 + +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); +}" + } + } + let vs = vs::Shader::load(device.clone()).unwrap(); let fs = fs::Shader::load(device.clone()).unwrap(); diff --git a/examples/src/bin/push-constants.rs b/examples/src/bin/push-constants.rs index 65a36ba5..aee25c95 100644 --- a/examples/src/bin/push-constants.rs +++ b/examples/src/bin/push-constants.rs @@ -22,10 +22,18 @@ use vulkano::sync; use std::sync::Arc; -mod cs { - vulkano_shaders::shader!{ - ty: "compute", - src: " +fn main() { + let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap(); + let physical = PhysicalDevice::enumerate(&instance).next().unwrap(); + let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap(); + let (device, mut queues) = Device::new(physical, physical.supported_features(), + &DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap(); + let queue = queues.next().unwrap(); + + mod cs { + vulkano_shaders::shader!{ + ty: "compute", + src: " #version 450 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; @@ -47,17 +55,11 @@ void main() { data.data[idx] += uint(pc.addend); } }" + } } -} -fn main() { - let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap(); - let physical = PhysicalDevice::enumerate(&instance).next().unwrap(); - let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap(); - let (device, mut queues) = Device::new(physical, physical.supported_features(), - &DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap(); - let queue = queues.next().unwrap(); let shader = cs::Shader::load(device.clone()).unwrap(); + let pipeline = Arc::new(ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap()); let data_buffer = { diff --git a/examples/src/bin/specialization-constants.rs b/examples/src/bin/specialization-constants.rs index f25dc3a4..d7d87504 100644 --- a/examples/src/bin/specialization-constants.rs +++ b/examples/src/bin/specialization-constants.rs @@ -22,10 +22,18 @@ use vulkano::sync; use std::sync::Arc; -mod cs { - vulkano_shaders::shader!{ - ty: "compute", - src: " +fn main() { + let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap(); + let physical = PhysicalDevice::enumerate(&instance).next().unwrap(); + let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap(); + let (device, mut queues) = Device::new(physical, physical.supported_features(), + &DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap(); + let queue = queues.next().unwrap(); + + mod cs { + vulkano_shaders::shader!{ + ty: "compute", + src: " #version 450 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; @@ -45,18 +53,11 @@ void main() { data.data[idx] += uint(addend); } }" + } } -} - -fn main() { - let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap(); - let physical = PhysicalDevice::enumerate(&instance).next().unwrap(); - let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap(); - let (device, mut queues) = Device::new(physical, physical.supported_features(), - &DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap(); - let queue = queues.next().unwrap(); let shader = cs::Shader::load(device.clone()).unwrap(); + let spec_consts = cs::SpecializationConstants { enable: 1, multiple: 1, diff --git a/examples/src/bin/triangle.rs b/examples/src/bin/triangle.rs index e11e0372..b1572e63 100644 --- a/examples/src/bin/triangle.rs +++ b/examples/src/bin/triangle.rs @@ -49,42 +49,6 @@ use winit::{EventsLoop, Window, WindowBuilder, Event, WindowEvent}; use std::sync::Arc; -// TODO: Move this back to the middle of the example, it makes for a more coherent sequential explanation (check git history) -// The raw shader creation API provided by the vulkano library is unsafe, for various reasons. -// -// An overview of what the `shader!` macro generates can be found in the -// `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/ -// -// TODO: explain this in details -mod vs { - vulkano_shaders::shader!{ - ty: "vertex", - src: " -#version 450 - -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); -} -" - } -} - fn main() { // The first step of any Vulkan program is to create an instance. let instance = { @@ -231,6 +195,43 @@ fn main() { ].iter().cloned()).unwrap() }; + // The next step is to create the shaders. + // + // The raw shader creation API provided by the vulkano library is unsafe, for various reasons. + // + // An overview of what the `vulkano_shaders::shader!` macro generates can be found in the + // `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/ + // + // TODO: explain this in details + mod vs { + vulkano_shaders::shader!{ + ty: "vertex", + src: " +#version 450 + +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); +} +" + } + } + let vs = vs::Shader::load(device.clone()).unwrap(); let fs = fs::Shader::load(device.clone()).unwrap();