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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// Copyright (c) 2020 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or http://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.
// BufferPool Example
//
// Modified triangle example to show BufferPool
// Using a pool allows multiple buffers to be "in-flight" simultaneously
// and is suited to highly dynamic, similar sized chunks of data
//
// NOTE:(jdnewman85) ATM (5/4/2020) CpuBufferPool.next() and .chunk() have identical documentation
// I was unable to get next() to work. The compiler complained that the resulting buffer
// didn't implement VertexSource. Similar issues have been reported.
// See: https://github.com/vulkano-rs/vulkano/issues/1221
// Finally, I have not profiled CpuBufferPool against CpuAccessibleBuffer
use vulkano::buffer::CpuBufferPool;
use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
use vulkano::device::{Device, DeviceExtensions};
use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, RenderPassAbstract, Subpass};
use vulkano::image::SwapchainImage;
use vulkano::instance::{Instance, PhysicalDevice};
use vulkano::pipeline::viewport::Viewport;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::swapchain;
use vulkano::swapchain::{
AcquireError, ColorSpace, FullscreenExclusive, PresentMode, SurfaceTransform, Swapchain,
SwapchainCreationError,
};
use vulkano::sync;
use vulkano::sync::{FlushError, GpuFuture};
use vulkano_win::VkSurfaceBuild;
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::{Window, WindowBuilder};
use std::sync::Arc;
use std::time::{SystemTime, UNIX_EPOCH};
#[derive(Default, Debug, Clone)]
struct Vertex {
position: [f32; 2],
}
vulkano::impl_vertex!(Vertex, position);
fn main() {
let required_extensions = vulkano_win::required_extensions();
let instance = Instance::new(None, &required_extensions, None).unwrap();
let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
println!(
"Using device: {} (type: {:?})",
physical.name(),
physical.ty()
);
let event_loop = EventLoop::new();
let surface = WindowBuilder::new()
.build_vk_surface(&event_loop, instance.clone()).unwrap();
let queue_family = physical
.queue_families()
.find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false)).unwrap();
let device_ext = DeviceExtensions {
khr_swapchain: true,
..DeviceExtensions::none()
};
let (device, mut queues) = Device::new(
physical,
physical.supported_features(),
&device_ext,
[(queue_family, 0.5)].iter().cloned(),
).unwrap();
let queue = queues.next().unwrap();
let (mut swapchain, images) = {
let caps = surface.capabilities(physical).unwrap();
let usage = caps.supported_usage_flags;
let alpha = caps.supported_composite_alpha.iter().next().unwrap();
let format = caps.supported_formats[0].0;
let dimensions: [u32; 2] = surface.window().inner_size().into();
Swapchain::new(
device.clone(),
surface.clone(),
caps.min_image_count,
format,
dimensions,
1,
usage,
&queue,
SurfaceTransform::Identity,
alpha,
PresentMode::Fifo,
FullscreenExclusive::Default,
true,
ColorSpace::SrgbNonLinear,
).unwrap()
};
// Vertex Buffer Pool
let buffer_pool: CpuBufferPool<Vertex> = CpuBufferPool::vertex_buffer(device.clone());
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();
let render_pass = Arc::new(
vulkano::single_pass_renderpass!(
device.clone(),
attachments: {
color: {
load: Clear,
store: Store,
format: swapchain.format(),
samples: 1,
}
},
pass: {
color: [color],
depth_stencil: {}
}
).unwrap(),
);
let pipeline = Arc::new(
GraphicsPipeline::start()
.vertex_input_single_buffer()
.vertex_shader(vs.main_entry_point(), ())
.triangle_list()
.viewports_dynamic_scissors_irrelevant(1)
.fragment_shader(fs.main_entry_point(), ())
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
.build(device.clone()).unwrap(),
);
let mut dynamic_state = DynamicState {
line_width: None,
viewports: None,
scissors: None,
compare_mask: None,
write_mask: None,
reference: None,
};
let mut framebuffers =
window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
let mut recreate_swapchain = false;
let mut previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>);
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
*control_flow = ControlFlow::Exit;
}
Event::WindowEvent {
event: WindowEvent::Resized(_),
..
} => {
recreate_swapchain = true;
}
Event::RedrawEventsCleared => {
previous_frame_end.as_mut().unwrap().cleanup_finished();
if recreate_swapchain {
let dimensions: [u32; 2] = surface.window().inner_size().into();
let (new_swapchain, new_images) =
match swapchain.recreate_with_dimensions(dimensions) {
Ok(r) => r,
Err(SwapchainCreationError::UnsupportedDimensions) => return,
Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
};
swapchain = new_swapchain;
framebuffers = window_size_dependent_setup(
&new_images,
render_pass.clone(),
&mut dynamic_state,
);
recreate_swapchain = false;
}
let (image_num, suboptimal, acquire_future) =
match swapchain::acquire_next_image(swapchain.clone(), None) {
Ok(r) => r,
Err(AcquireError::OutOfDate) => {
recreate_swapchain = true;
return;
}
Err(e) => panic!("Failed to acquire next image: {:?}", e),
};
if suboptimal {
recreate_swapchain = true;
}
let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into()];
// Rotate once (PI*2) every 5 seconds
let elapsed = SystemTime::now()
.duration_since(UNIX_EPOCH).unwrap()
.as_secs_f64();
const DURATION: f64 = 5.0;
let remainder = elapsed.rem_euclid(DURATION);
let delta = (remainder / DURATION) as f32;
let angle = delta * std::f32::consts::PI * 2.0;
const RADIUS: f32 = 0.5;
// 120Degree offset in radians
const ANGLE_OFFSET: f32 = (std::f32::consts::PI * 2.0) / 3.0;
// Calculate vertices
let data = [
Vertex {
position: [angle.cos() * RADIUS, angle.sin() * RADIUS],
},
Vertex {
position: [
(angle + ANGLE_OFFSET).cos() * RADIUS,
(angle + ANGLE_OFFSET).sin() * RADIUS,
],
},
Vertex {
position: [
(angle - ANGLE_OFFSET).cos() * RADIUS,
(angle - ANGLE_OFFSET).sin() * RADIUS,
],
},
];
// Allocate a new chunk from buffer_pool
let buffer = buffer_pool.chunk(data.to_vec()).unwrap();
let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(
device.clone(),
queue.family(),
).unwrap()
.begin_render_pass(framebuffers[image_num].clone(), false, clear_values).unwrap()
// Draw our buffer
.draw(pipeline.clone(), &dynamic_state, buffer, (), ()).unwrap()
.end_render_pass().unwrap()
.build().unwrap();
let future = previous_frame_end
.take().unwrap()
.join(acquire_future)
.then_execute(queue.clone(), command_buffer).unwrap()
.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
.then_signal_fence_and_flush();
match future {
Ok(future) => {
previous_frame_end = Some(Box::new(future) as Box<_>);
}
Err(FlushError::OutOfDate) => {
recreate_swapchain = true;
previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<_>);
}
Err(e) => {
println!("Failed to flush future: {:?}", e);
previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<_>);
}
}
}
_ => (),
}
});
}
/// 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<dyn RenderPassAbstract + Send + Sync>,
dynamic_state: &mut DynamicState,
) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
let dimensions = images[0].dimensions();
let viewport = Viewport {
origin: [0.0, 0.0],
dimensions: [dimensions[0] as f32, dimensions[1] as f32],
depth_range: 0.0..1.0,
};
dynamic_state.viewports = Some(vec![viewport]);
images
.iter()
.map(|image| {
Arc::new(
Framebuffer::start(render_pass.clone())
.add(image.clone()).unwrap()
.build().unwrap(),
) as Arc<dyn FramebufferAbstract + Send + Sync>
})
.collect::<Vec<_>>()
}