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Add spv-1 example
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examples/src/bin/spv-1.rs
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463
examples/src/bin/spv-1.rs
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// This example demostrates one way of preparing data structures and loading
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// SPIRV shaders from external source (file system).
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//
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// Note that you will need to do all correctness checking by yourself.
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//
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// spv.vert and spv.frag must be built by yourself.
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// One way of building them is to build Khronos' glslang and use
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// glslangValidator tool:
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// $ glslangValidator spv.vert -V -o spv.vert.spv
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// $ glslangValidator spv.frag -V -o spv.frag.spv
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// Vulkano uses glslangValidator to build your shaders internally.
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#[macro_use]
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extern crate vulkano;
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extern crate vulkano_win;
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extern crate winit;
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use vulkano as vk;
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use vulkano::buffer::BufferUsage;
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use vulkano::buffer::cpu_access::CpuAccessibleBuffer;
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use vulkano::command_buffer::AutoCommandBufferBuilder;
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use vulkano::command_buffer::DynamicState;
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use vulkano::descriptor::descriptor::DescriptorDesc;
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use vulkano::descriptor::descriptor::ShaderStages;
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use vulkano::descriptor::pipeline_layout::PipelineLayoutDesc;
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use vulkano::descriptor::pipeline_layout::PipelineLayoutDescNames;
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use vulkano::descriptor::pipeline_layout::PipelineLayoutDescPcRange;
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use vulkano::device::Device;
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use vulkano::device::DeviceExtensions;
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use vulkano::format;
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use vulkano::framebuffer::Framebuffer;
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use vulkano::framebuffer::Subpass;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::pipeline::shader::ShaderInterfaceDef;
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use vulkano::pipeline::shader::ShaderInterfaceDefEntry;
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use vulkano::pipeline::shader::ShaderModule;
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use vulkano::pipeline::vertex::SingleBufferDefinition;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano::swapchain::Swapchain;
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use vulkano::sync::GpuFuture;
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use vulkano_win::VkSurfaceBuild;
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use std::borrow::Cow;
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use std::ffi::CStr;
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use std::fs::File;
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use std::io::Read;
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use std::sync::Arc;
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#[derive(Copy, Clone)]
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pub struct Vertex {
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pub position: [f32; 2],
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pub color: [f32; 3],
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}
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impl_vertex!(Vertex, position, color);
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fn main() {
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let instance = vk::instance::Instance::new(
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None,
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&vulkano_win::required_extensions(),
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None,
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).expect("no instance with surface extension");
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let physical = vk::instance::PhysicalDevice::enumerate(&instance)
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.next()
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.expect("no graphics device");
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let mut events_loop = winit::EventsLoop::new();
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let window = winit::WindowBuilder::new()
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.with_decorations(false)
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.with_title("particle storm")
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.build_vk_surface(&events_loop, instance.clone())
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.unwrap();
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let (graphics_device, mut queues) = {
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let graphical_queue_family = physical
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.queue_families()
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.find(|&q| q.supports_graphics() && window.surface().is_supported(q).unwrap_or(false))
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.expect("couldn't find a graphic queue family");
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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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Device::new(
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physical.clone(),
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physical.supported_features(),
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&device_ext,
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[(graphical_queue_family, 0.5)].iter().cloned(),
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).expect("failed to create device")
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};
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let graphics_queue = queues.next().unwrap();
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let (swapchain, images) = {
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let caps = window.surface()
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.capabilities(graphics_device.physical_device())
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.expect("failure to get surface capabilities");
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let format = caps.supported_formats[0].0;
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let dimensions = caps.current_extent.unwrap_or([1024, 768]);
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let usage = caps.supported_usage_flags;
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let present = caps.present_modes.iter().next().unwrap();
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Swapchain::new(
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graphics_device.clone(),
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window.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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&graphics_queue,
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vk::swapchain::SurfaceTransform::Identity,
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vk::swapchain::CompositeAlpha::Opaque,
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present,
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true,
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None,
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).expect("failed to create swapchain")
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};
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let renderpass = Arc::new(
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single_pass_renderpass!(
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graphics_device.clone(), 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 vs = {
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let mut f = File::open("src/bin/spv.vert.spv").unwrap();
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let mut v = vec![];
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f.read_to_end(&mut v).unwrap();
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// Create a ShaderModule on a device the same Shader::load does it.
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// NOTE: You will have to verify correctness of the data by yourself!
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unsafe { ShaderModule::new(graphics_device.clone(), &v) }.unwrap()
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};
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let fs = {
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let mut f = File::open("src/bin/spv.frag.spv").unwrap();
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let mut v = vec![];
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f.read_to_end(&mut v).unwrap();
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unsafe { ShaderModule::new(graphics_device.clone(), &v) }.unwrap()
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};
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// This structure will tell Vulkan how input entries of our vertex shader
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// look like.
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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struct VertInput;
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unsafe impl ShaderInterfaceDef for VertInput {
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type Iter = VertInputIter;
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fn elements(&self) -> VertInputIter {
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VertInputIter(0)
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}
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}
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#[derive(Debug, Copy, Clone)]
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struct VertInputIter(u16);
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impl Iterator for VertInputIter {
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type Item = ShaderInterfaceDefEntry;
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#[inline]
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fn next(&mut self) -> Option<Self::Item> {
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// There are things to consider when giving out entries:
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// * There must be only one entry per one location, you can't have
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// `color' and `position' entries both at 0..1 locations. They also
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// should not overlap.
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// * Format of each element must be no larger than 128 bits.
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if self.0 == 0 {
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self.0 += 1;
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return Some(ShaderInterfaceDefEntry {
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location: 1..2,
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format: format::Format::R32G32B32Sfloat,
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name: Some(Cow::Borrowed("color"))
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})
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}
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if self.0 == 1 {
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self.0 += 1;
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return Some(ShaderInterfaceDefEntry {
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location: 0..1,
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format: format::Format::R32G32Sfloat,
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name: Some(Cow::Borrowed("position"))
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})
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}
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None
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}
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#[inline]
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fn size_hint(&self) -> (usize, Option<usize>) {
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// We must return exact number of entries left in iterator.
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let len = (2 - self.0) as usize;
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(len, Some(len))
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}
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}
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impl ExactSizeIterator for VertInputIter {
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}
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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struct VertOutput;
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unsafe impl ShaderInterfaceDef for VertOutput {
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type Iter = VertOutputIter;
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fn elements(&self) -> VertOutputIter {
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VertOutputIter(0)
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}
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}
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// This structure will tell Vulkan how output entries (those passed to next
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// stage) of our vertex shader look like.
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#[derive(Debug, Copy, Clone)]
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struct VertOutputIter(u16);
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impl Iterator for VertOutputIter {
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type Item = ShaderInterfaceDefEntry;
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#[inline]
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fn next(&mut self) -> Option<Self::Item> {
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if self.0 == 0 {
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self.0 += 1;
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return Some(ShaderInterfaceDefEntry {
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location: 0..1,
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format: format::Format::R32G32B32Sfloat,
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name: Some(Cow::Borrowed("v_color"))
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})
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}
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None
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}
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#[inline]
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fn size_hint(&self) -> (usize, Option<usize>) {
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let len = (1 - self.0) as usize;
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(len, Some(len))
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}
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}
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impl ExactSizeIterator for VertOutputIter {
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}
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// This structure describes layout of this stage.
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#[derive(Debug, Copy, Clone)]
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struct VertLayout(ShaderStages);
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unsafe impl PipelineLayoutDesc for VertLayout {
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// Number of descriptor sets it takes.
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fn num_sets(&self) -> usize { 1 }
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// Number of entries (bindings) in each set.
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fn num_bindings_in_set(&self, set: usize) -> Option<usize> {
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match set { 0 => Some(1), _ => None, }
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}
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// Descriptor descriptions.
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fn descriptor(&self, set: usize, binding: usize) -> Option<DescriptorDesc> {
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match (set, binding) { _ => None, }
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}
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// Number of push constants ranges (think: number of push constants).
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fn num_push_constants_ranges(&self) -> usize { 0 }
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// Each push constant range in memory.
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fn push_constants_range(&self, num: usize) -> Option<PipelineLayoutDescPcRange> {
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if num != 0 || 0 == 0 { return None; }
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Some(PipelineLayoutDescPcRange { offset: 0,
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size: 0,
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stages: ShaderStages::all() })
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}
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}
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unsafe impl PipelineLayoutDescNames for VertLayout {
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fn descriptor_by_name(&self, name: &str) -> Option<(usize, usize)> {
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match name { _ => None, }
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}
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}
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// Same as with our vertex shader, but for fragment one instead.
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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struct FragInput;
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unsafe impl ShaderInterfaceDef for FragInput {
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type Iter = FragInputIter;
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fn elements(&self) -> FragInputIter {
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FragInputIter(0)
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}
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}
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#[derive(Debug, Copy, Clone)]
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struct FragInputIter(u16);
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impl Iterator for FragInputIter {
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type Item = ShaderInterfaceDefEntry;
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#[inline]
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fn next(&mut self) -> Option<Self::Item> {
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if self.0 == 0 {
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self.0 += 1;
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return Some(ShaderInterfaceDefEntry {
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location: 0..1,
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format: format::Format::R32G32B32Sfloat,
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name: Some(Cow::Borrowed("v_color"))
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})
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}
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None
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}
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#[inline]
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fn size_hint(&self) -> (usize, Option<usize>) {
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let len = (1 - self.0) as usize;
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(len, Some(len))
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}
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}
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impl ExactSizeIterator for FragInputIter {
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}
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
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struct FragOutput;
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unsafe impl ShaderInterfaceDef for FragOutput {
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type Iter = FragOutputIter;
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fn elements(&self) -> FragOutputIter {
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FragOutputIter(0)
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}
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}
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#[derive(Debug, Copy, Clone)]
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struct FragOutputIter(u16);
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impl Iterator for FragOutputIter {
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type Item = ShaderInterfaceDefEntry;
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#[inline]
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fn next(&mut self) -> Option<Self::Item> {
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// Note that color fragment color entry will be determined
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// automatically by Vulkano.
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if self.0 == 0 {
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self.0 += 1;
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return Some(ShaderInterfaceDefEntry {
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location: 0..1,
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format: format::Format::R32G32B32A32Sfloat,
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name: Some(Cow::Borrowed("f_color"))
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})
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}
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None
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}
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#[inline]
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fn size_hint(&self) -> (usize, Option<usize>) {
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let len = (1 - self.0) as usize;
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(len, Some(len))
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}
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}
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impl ExactSizeIterator for FragOutputIter {
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}
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// Layout same as with vertex shader.
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#[derive(Debug, Copy, Clone)]
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struct FragLayout(ShaderStages);
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unsafe impl PipelineLayoutDesc for FragLayout {
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fn num_sets(&self) -> usize { 1 }
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fn num_bindings_in_set(&self, set: usize) -> Option<usize> {
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match set { 0 => Some(1), _ => None, }
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}
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fn descriptor(&self, set: usize, binding: usize) -> Option<DescriptorDesc> {
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match (set, binding) { _ => None, }
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}
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fn num_push_constants_ranges(&self) -> usize { 0 }
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fn push_constants_range(&self, num: usize) -> Option<PipelineLayoutDescPcRange> {
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if num != 0 || 0 == 0 { return None; }
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Some(PipelineLayoutDescPcRange { offset: 0,
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size: 0,
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stages: ShaderStages::all() })
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}
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}
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unsafe impl PipelineLayoutDescNames for FragLayout {
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fn descriptor_by_name(&self, name: &str) -> Option<(usize, usize)> {
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match name { _ => None, }
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}
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}
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// NOTE: ShaderModule::*_shader_entry_point calls do not do any error
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// checking and you have to verify correctness of what you are doing by
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// yourself.
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//
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// You must be extra careful to specify correct entry point, or program will
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// crash at runtime outside of rust and you will get NO meaningful error
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// information!
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let vert_main = unsafe { vs.vertex_shader_entry_point(
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CStr::from_bytes_with_nul_unchecked(b"main\0"),
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VertInput,
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VertOutput,
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VertLayout(ShaderStages { vertex: true, ..ShaderStages::none() })
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) };
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let frag_main = unsafe { fs.fragment_shader_entry_point(
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CStr::from_bytes_with_nul_unchecked(b"main\0"),
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FragInput,
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FragOutput,
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FragLayout(ShaderStages { fragment: true, ..ShaderStages::none() })
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) };
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let graphics_pipeline = Arc::new(
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GraphicsPipeline::start()
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.vertex_input(SingleBufferDefinition::<Vertex>::new())
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.vertex_shader(vert_main, ())
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.triangle_list()
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.viewports([
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Viewport {
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origin: [0.0, 0.0],
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depth_range: 0.0..1.0,
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dimensions: [images[0].dimensions()[0] as f32,
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images[0].dimensions()[1] as f32],
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},
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].iter().cloned())
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.fragment_shader(frag_main, ())
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.cull_mode_front()
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.front_face_counter_clockwise()
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.depth_stencil_disabled()
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.render_pass(Subpass::from(renderpass.clone(), 0).unwrap())
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.build(graphics_device.clone())
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.unwrap(),
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);
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let vertex_buffer = CpuAccessibleBuffer::from_iter(
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graphics_device.clone(),
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BufferUsage::all(),
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Some(graphics_queue.family()),
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[
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Vertex { position: [-1.0, 1.0], color: [1.0, 0.0, 0.0] },
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Vertex { position: [ 0.0, -1.0], color: [0.0, 1.0, 0.0] },
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Vertex { position: [ 1.0, 1.0], color: [0.0, 0.0, 1.0] },
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].iter().cloned()
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).expect("failed to create vertex buffer");
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// NOTE: We don't create any descriptor sets in this example, but you should
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// note that passing wrong types, providing sets at wrong indexes will cause
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// descriptor set builder to return Err!
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let framebuffers: Vec<_> = images
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.iter()
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.map(|image| Arc::new(
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Framebuffer::start(renderpass.clone())
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.add(image.clone()).unwrap()
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.build().unwrap(),
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))
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.collect();
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loop {
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events_loop.poll_events(|_| ());
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let (image_num, acquire_future) =
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vk::swapchain::acquire_next_image(
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swapchain.clone(),
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None,
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).expect("failed to acquire swapchain in time");
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let command_buffer = AutoCommandBufferBuilder
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::new(
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graphics_device.clone(),
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graphics_queue.family(),
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).unwrap()
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.begin_render_pass(
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framebuffers[image_num].clone(),
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false,
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vec![[0.0, 0.0, 0.0, 1.0].into(), 1.0.into()],
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).unwrap()
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.draw(
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graphics_pipeline.clone(),
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DynamicState::none(),
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vertex_buffer.clone(),
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(),
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(),
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).unwrap()
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.end_render_pass().unwrap()
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.build().unwrap();
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acquire_future
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.then_execute(graphics_queue.clone(), command_buffer).unwrap()
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.then_swapchain_present(graphics_queue.clone(), swapchain.clone(), image_num)
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.then_signal_fence_and_flush().unwrap()
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.wait(None).unwrap();
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}
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}
|
9
examples/src/bin/spv.frag
Normal file
9
examples/src/bin/spv.frag
Normal file
@ -0,0 +1,9 @@
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#version 450
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layout(location = 0) in vec3 v_color;
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|
||||
layout(location = 0) out vec4 f_color;
|
||||
|
||||
void main() {
|
||||
f_color = vec4(v_color, 1.0);
|
||||
}
|
BIN
examples/src/bin/spv.frag.spv
Normal file
BIN
examples/src/bin/spv.frag.spv
Normal file
Binary file not shown.
13
examples/src/bin/spv.vert
Normal file
13
examples/src/bin/spv.vert
Normal file
@ -0,0 +1,13 @@
|
||||
// Use your GLSL to Vulkan SPIRV tools to build these files.
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 position;
|
||||
layout(location = 1) in vec3 color;
|
||||
|
||||
layout(location = 0) out vec3 v_color;
|
||||
|
||||
void main() {
|
||||
v_color = color;
|
||||
|
||||
gl_Position = vec4(position, 0.0, 1.0);
|
||||
}
|
BIN
examples/src/bin/spv.vert.spv
Normal file
BIN
examples/src/bin/spv.vert.spv
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user