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Add CpuBufferPool example (#1352)
* Use traingle example as template * Remove triangle example comments * Switch to CpuBufferPool chunks instead of CpuAccessibleBuffer for vertex data * rustfmt * Keep unwrap()s on same line
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examples/src/bin/buffer-pool.rs
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332
examples/src/bin/buffer-pool.rs
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// Copyright (c) 2020 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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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or http://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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// BufferPool Example
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//
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// Modified triangle example to show BufferPool
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// Using a pool allows multiple buffers to be "in-flight" simultaneously
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// and is suited to highly dynamic, similar sized chunks of data
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//
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// NOTE:(jdnewman85) ATM (5/4/2020) CpuBufferPool.next() and .chunk() have identical documentation
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// I was unable to get next() to work. The compiler complained that the resulting buffer
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// didn't implement VertexSource. Similar issues have been reported.
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// See: https://github.com/vulkano-rs/vulkano/issues/1221
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// Finally, I have not profiled CpuBufferPool against CpuAccessibleBuffer
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use vulkano::buffer::CpuBufferPool;
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
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use vulkano::device::{Device, DeviceExtensions};
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use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, RenderPassAbstract, Subpass};
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use vulkano::image::SwapchainImage;
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use vulkano::instance::{Instance, PhysicalDevice};
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use vulkano::pipeline::viewport::Viewport;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::swapchain;
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use vulkano::swapchain::{
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AcquireError, ColorSpace, FullscreenExclusive, PresentMode, SurfaceTransform, Swapchain,
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SwapchainCreationError,
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};
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use vulkano::sync;
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use vulkano::sync::{FlushError, GpuFuture};
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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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use std::sync::Arc;
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use std::time::{SystemTime, UNIX_EPOCH};
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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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fn main() {
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let required_extensions = vulkano_win::required_extensions();
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let instance = Instance::new(None, &required_extensions, None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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println!(
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"Using device: {} (type: {:?})",
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physical.name(),
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physical.ty()
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);
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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()).unwrap();
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let queue_family = physical
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.queue_families()
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.find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false)).unwrap();
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let device_ext = DeviceExtensions {
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khr_swapchain: true,
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..DeviceExtensions::none()
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};
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let (device, mut queues) = Device::new(
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physical,
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physical.supported_features(),
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&device_ext,
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[(queue_family, 0.5)].iter().cloned(),
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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).unwrap();
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let usage = caps.supported_usage_flags;
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let 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::new(
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device.clone(),
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surface.clone(),
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caps.min_image_count,
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format,
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dimensions,
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1,
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usage,
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&queue,
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SurfaceTransform::Identity,
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alpha,
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PresentMode::Fifo,
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FullscreenExclusive::Default,
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true,
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ColorSpace::SrgbNonLinear,
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).unwrap()
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};
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// Vertex Buffer Pool
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let buffer_pool: CpuBufferPool<Vertex> = CpuBufferPool::vertex_buffer(device.clone());
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mod vs {
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vulkano_shaders::shader! {
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ty: "vertex",
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src: "
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#version 450
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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"
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}
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}
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mod fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: "
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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"
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}
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}
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let vs = vs::Shader::load(device.clone()).unwrap();
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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!(
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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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).unwrap(),
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);
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let pipeline = Arc::new(
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GraphicsPipeline::start()
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.vertex_input_single_buffer()
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.vertex_shader(vs.main_entry_point(), ())
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.triangle_list()
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.viewports_dynamic_scissors_irrelevant(1)
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.fragment_shader(fs.main_entry_point(), ())
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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.build(device.clone()).unwrap(),
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);
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let mut dynamic_state = DynamicState {
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line_width: None,
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viewports: None,
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scissors: None,
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compare_mask: None,
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write_mask: None,
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reference: None,
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};
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let mut framebuffers =
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window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
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let mut recreate_swapchain = false;
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let mut previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>);
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event_loop.run(move |event, _, control_flow| {
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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_with_dimensions(dimensions) {
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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 = window_size_dependent_setup(
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&new_images,
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render_pass.clone(),
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&mut dynamic_state,
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);
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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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// Rotate once (PI*2) every 5 seconds
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let elapsed = SystemTime::now()
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.duration_since(UNIX_EPOCH).unwrap()
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.as_secs_f64();
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const DURATION: f64 = 5.0;
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let remainder = elapsed.rem_euclid(DURATION);
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let delta = (remainder / DURATION) as f32;
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let angle = delta * std::f32::consts::PI * 2.0;
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const RADIUS: f32 = 0.5;
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// 120Degree offset in radians
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const ANGLE_OFFSET: f32 = (std::f32::consts::PI * 2.0) / 3.0;
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// Calculate vertices
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let data = [
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Vertex {
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position: [angle.cos() * RADIUS, angle.sin() * RADIUS],
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},
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Vertex {
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position: [
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(angle + ANGLE_OFFSET).cos() * RADIUS,
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(angle + ANGLE_OFFSET).sin() * RADIUS,
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],
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},
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Vertex {
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position: [
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(angle - ANGLE_OFFSET).cos() * RADIUS,
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(angle - ANGLE_OFFSET).sin() * RADIUS,
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],
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},
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];
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// Allocate a new chunk from buffer_pool
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let buffer = buffer_pool.chunk(data.to_vec()).unwrap();
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let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(
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device.clone(),
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queue.family(),
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).unwrap()
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.begin_render_pass(framebuffers[image_num].clone(), false, clear_values).unwrap()
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// Draw our buffer
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.draw(pipeline.clone(), &dynamic_state, buffer, (), ()).unwrap()
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.end_render_pass().unwrap()
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.build().unwrap();
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let future = previous_frame_end
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.take().unwrap()
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.join(acquire_future)
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.then_execute(queue.clone(), command_buffer).unwrap()
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.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
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.then_signal_fence_and_flush();
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match future {
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Ok(future) => {
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previous_frame_end = Some(Box::new(future) as Box<_>);
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}
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Err(FlushError::OutOfDate) => {
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recreate_swapchain = true;
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previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<_>);
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}
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Err(e) => {
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println!("Failed to flush future: {:?}", e);
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previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<_>);
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}
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}
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}
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_ => (),
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}
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});
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}
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/// This method is called once during initialization, then again whenever the window is resized
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fn window_size_dependent_setup(
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images: &[Arc<SwapchainImage<Window>>],
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
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dynamic_state: &mut DynamicState,
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) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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let dimensions = images[0].dimensions();
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let viewport = Viewport {
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origin: [0.0, 0.0],
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dimensions: [dimensions[0] as f32, dimensions[1] as f32],
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depth_range: 0.0..1.0,
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};
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dynamic_state.viewports = Some(vec![viewport]);
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images
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.iter()
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.map(|image| {
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Arc::new(
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Framebuffer::start(render_pass.clone())
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.add(image.clone()).unwrap()
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.build().unwrap(),
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) as Arc<dyn FramebufferAbstract + Send + Sync>
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})
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.collect::<Vec<_>>()
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}
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