mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-25 16:25:31 +00:00
Move shaders back that were supposed to be defined in the middle of main() { }
(#1097)
They were initially moved because rust currently doesnt support function-like proc macros in a function, but now they are wrapped in a mod anyway.
This commit is contained in:
parent
9d46e08cc7
commit
3fe7fc4495
@ -28,25 +28,6 @@ use vulkano::sync;
|
|||||||
|
|
||||||
use std::sync::Arc;
|
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() {
|
fn main() {
|
||||||
// As with other examples, the first step is to create an instance.
|
// As with other examples, the first step is to create an instance.
|
||||||
let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
|
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
|
// If you are familiar with graphics pipeline, the principle is the same except that compute
|
||||||
// pipelines are much simpler to create.
|
// pipelines are much simpler to create.
|
||||||
let pipeline = Arc::new({
|
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();
|
let shader = cs::Shader::load(device.clone()).unwrap();
|
||||||
ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap()
|
ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap()
|
||||||
});
|
});
|
||||||
|
@ -84,34 +84,6 @@ use vulkano::pipeline::viewport::Viewport;
|
|||||||
use vulkano::sync::GpuFuture;
|
use vulkano::sync::GpuFuture;
|
||||||
use vulkano::format::ClearValue;
|
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() {
|
fn main() {
|
||||||
// The usual Vulkan initialization.
|
// The usual Vulkan initialization.
|
||||||
let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
|
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,
|
// 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.
|
// 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 vs = vs::Shader::load(device.clone()).unwrap();
|
||||||
let fs = fs::Shader::load(device.clone()).unwrap();
|
let fs = fs::Shader::load(device.clone()).unwrap();
|
||||||
|
|
||||||
|
@ -22,7 +22,15 @@ use vulkano::sync;
|
|||||||
|
|
||||||
use std::sync::Arc;
|
use std::sync::Arc;
|
||||||
|
|
||||||
mod cs {
|
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!{
|
vulkano_shaders::shader!{
|
||||||
ty: "compute",
|
ty: "compute",
|
||||||
src: "
|
src: "
|
||||||
@ -48,16 +56,10 @@ void main() {
|
|||||||
}
|
}
|
||||||
}"
|
}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
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 shader = cs::Shader::load(device.clone()).unwrap();
|
||||||
|
|
||||||
let pipeline = Arc::new(ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap());
|
let pipeline = Arc::new(ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap());
|
||||||
|
|
||||||
let data_buffer = {
|
let data_buffer = {
|
||||||
|
@ -22,7 +22,15 @@ use vulkano::sync;
|
|||||||
|
|
||||||
use std::sync::Arc;
|
use std::sync::Arc;
|
||||||
|
|
||||||
mod cs {
|
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!{
|
vulkano_shaders::shader!{
|
||||||
ty: "compute",
|
ty: "compute",
|
||||||
src: "
|
src: "
|
||||||
@ -46,17 +54,10 @@ void main() {
|
|||||||
}
|
}
|
||||||
}"
|
}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
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 shader = cs::Shader::load(device.clone()).unwrap();
|
||||||
|
|
||||||
let spec_consts = cs::SpecializationConstants {
|
let spec_consts = cs::SpecializationConstants {
|
||||||
enable: 1,
|
enable: 1,
|
||||||
multiple: 1,
|
multiple: 1,
|
||||||
|
@ -49,42 +49,6 @@ use winit::{EventsLoop, Window, WindowBuilder, Event, WindowEvent};
|
|||||||
|
|
||||||
use std::sync::Arc;
|
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() {
|
fn main() {
|
||||||
// The first step of any Vulkan program is to create an instance.
|
// The first step of any Vulkan program is to create an instance.
|
||||||
let instance = {
|
let instance = {
|
||||||
@ -231,6 +195,43 @@ fn main() {
|
|||||||
].iter().cloned()).unwrap()
|
].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 vs = vs::Shader::load(device.clone()).unwrap();
|
||||||
let fs = fs::Shader::load(device.clone()).unwrap();
|
let fs = fs::Shader::load(device.clone()).unwrap();
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user