mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-21 22:34:43 +00:00
Make image_index and final_views accessible, and add new example. (#2473)
* Make image_index and final_views accessible, and new example. The first 2 changes should make creating frame buffers easier. The new example should make it easier to learn vulkano-util. * Remove unnecessary imports, and run clippy. * Run fmt. * .acquire() no longer returns image_index * rename final_views() to swapchain_image_views() The name change makes it more consistent with swapchain_image_view(). Personally I don't understand why the field name is final_views, yet we externally in function names refer to it as swapchain image views and such like. * Fractal example no longer creates framebuffer every frame. * Game of life example no longer creates framebuffer every frame. (Also removed a piece of code I had commented out, but had forgotten to remove from the fractal example.) * Rename if_recreate_swapchain to on_recreate_swapchain and update acquire() documentation. to on_recreate_swapchain * on_recreate_swapchain is now impl FnOnce instead of generics based FnMut Thanks marc0246! Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com> * Replace empty comment with an actual comment. --------- Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
This commit is contained in:
parent
cdcaedc4f8
commit
9a35fb0221
10
Cargo.lock
generated
10
Cargo.lock
generated
@ -2315,6 +2315,16 @@ dependencies = [
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"winit 0.29.9",
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]
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[[package]]
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name = "triangle-util"
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version = "0.0.0"
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dependencies = [
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"vulkano",
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"vulkano-shaders",
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"vulkano-util",
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"winit 0.29.9",
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]
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[[package]]
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name = "triangle-v1_3"
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version = "0.0.0"
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@ -54,7 +54,11 @@ pub struct FractalApp {
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}
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impl FractalApp {
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pub fn new(gfx_queue: Arc<Queue>, image_format: vulkano::format::Format) -> FractalApp {
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pub fn new(
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gfx_queue: Arc<Queue>,
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image_format: vulkano::format::Format,
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swapchain_image_views: &[Arc<ImageView>],
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) -> FractalApp {
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let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(
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gfx_queue.device().clone(),
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));
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@ -82,6 +86,7 @@ impl FractalApp {
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command_buffer_allocator,
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descriptor_set_allocator,
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image_format,
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swapchain_image_views,
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),
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is_julia: false,
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is_c_paused: false,
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@ -63,6 +63,7 @@ fn main() -> Result<(), impl Error> {
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let mut app = FractalApp::new(
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gfx_queue.clone(),
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primary_window_renderer.swapchain_format(),
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primary_window_renderer.swapchain_image_views(),
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);
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app.print_guide();
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@ -144,7 +145,10 @@ fn compute_then_render(
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target_image_id: usize,
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) {
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// Start the frame.
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let before_pipeline_future = match renderer.acquire() {
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let before_pipeline_future = match renderer.acquire(|swapchain_image_views| {
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app.place_over_frame
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.recreate_framebuffers(swapchain_image_views)
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}) {
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Err(e) => {
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println!("{e}");
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return;
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@ -159,9 +163,12 @@ fn compute_then_render(
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let after_compute = app.compute(image.clone()).join(before_pipeline_future);
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// Render the image over the swapchain image, inputting the previous future.
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let after_renderpass_future =
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app.place_over_frame
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.render(after_compute, image, renderer.swapchain_image_view());
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let after_renderpass_future = app.place_over_frame.render(
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after_compute,
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image,
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renderer.swapchain_image_view(),
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renderer.image_index(),
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);
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// Finish the frame (which presents the view), inputting the last future. Wait for the future
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// so resources are not in use when we render.
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@ -20,6 +20,7 @@ pub struct RenderPassPlaceOverFrame {
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render_pass: Arc<RenderPass>,
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pixels_draw_pipeline: PixelsDrawPipeline,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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framebuffers: Vec<Arc<Framebuffer>>,
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}
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impl RenderPassPlaceOverFrame {
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@ -28,6 +29,7 @@ impl RenderPassPlaceOverFrame {
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
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output_format: Format,
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swapchain_image_views: &[Arc<ImageView>],
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) -> RenderPassPlaceOverFrame {
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let render_pass = vulkano::single_pass_renderpass!(
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gfx_queue.device().clone(),
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@ -55,9 +57,10 @@ impl RenderPassPlaceOverFrame {
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RenderPassPlaceOverFrame {
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gfx_queue,
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render_pass,
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render_pass: render_pass.clone(),
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pixels_draw_pipeline,
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command_buffer_allocator,
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framebuffers: create_framebuffers(swapchain_image_views, render_pass),
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}
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}
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@ -68,6 +71,7 @@ impl RenderPassPlaceOverFrame {
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before_future: F,
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view: Arc<ImageView>,
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target: Arc<ImageView>,
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image_index: u32,
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) -> Box<dyn GpuFuture>
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where
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F: GpuFuture + 'static,
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@ -75,16 +79,6 @@ impl RenderPassPlaceOverFrame {
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// Get dimensions.
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let img_dims: [u32; 2] = target.image().extent()[0..2].try_into().unwrap();
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// Create framebuffer (must be in same order as render pass description in `new`.
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let framebuffer = Framebuffer::new(
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self.render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![target],
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..Default::default()
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},
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)
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.unwrap();
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// Create primary command buffer builder.
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let mut command_buffer_builder = RecordingCommandBuffer::new(
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self.command_buffer_allocator.clone(),
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@ -102,7 +96,9 @@ impl RenderPassPlaceOverFrame {
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.begin_render_pass(
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RenderPassBeginInfo {
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clear_values: vec![Some([0.0; 4].into())],
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..RenderPassBeginInfo::framebuffer(framebuffer)
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..RenderPassBeginInfo::framebuffer(
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self.framebuffers[image_index as usize].clone(),
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)
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},
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SubpassBeginInfo {
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contents: SubpassContents::SecondaryCommandBuffers,
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@ -132,4 +128,27 @@ impl RenderPassPlaceOverFrame {
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after_future.boxed()
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}
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pub fn recreate_framebuffers(&mut self, swapchain_image_views: &[Arc<ImageView>]) {
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self.framebuffers = create_framebuffers(swapchain_image_views, self.render_pass.clone());
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}
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}
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fn create_framebuffers(
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swapchain_image_views: &[Arc<ImageView>],
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render_pass: Arc<RenderPass>,
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) -> Vec<Arc<Framebuffer>> {
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swapchain_image_views
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.iter()
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.map(|swapchain_image_view| {
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Framebuffer::new(
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render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![swapchain_image_view.clone()],
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..Default::default()
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},
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)
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.unwrap()
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})
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.collect::<Vec<_>>()
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}
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@ -9,10 +9,10 @@ use vulkano::{
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},
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descriptor_set::allocator::StandardDescriptorSetAllocator,
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device::Queue,
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format::Format,
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};
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use vulkano_util::{
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context::{VulkanoConfig, VulkanoContext},
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renderer::VulkanoWindowRenderer,
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window::{VulkanoWindows, WindowDescriptor},
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};
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use winit::{event_loop::EventLoop, window::WindowId};
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@ -28,11 +28,11 @@ impl RenderPipeline {
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compute_queue: Arc<Queue>,
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gfx_queue: Arc<Queue>,
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size: [u32; 2],
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swapchain_format: Format,
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window_renderer: &VulkanoWindowRenderer,
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) -> RenderPipeline {
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RenderPipeline {
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compute: GameOfLifeComputePipeline::new(app, compute_queue, size),
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place_over_frame: RenderPassPlaceOverFrame::new(app, gfx_queue, swapchain_format),
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place_over_frame: RenderPassPlaceOverFrame::new(app, gfx_queue, window_renderer),
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}
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}
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}
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@ -81,10 +81,7 @@ impl App {
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(WINDOW_WIDTH / SCALING) as u32,
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(WINDOW_HEIGHT / SCALING) as u32,
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],
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self.windows
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.get_primary_renderer()
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.unwrap()
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.swapchain_format(),
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self.windows.get_primary_renderer().unwrap(),
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),
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);
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self.pipelines.insert(
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@ -97,7 +94,7 @@ impl App {
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(WINDOW2_WIDTH / SCALING) as u32,
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(WINDOW2_HEIGHT / SCALING) as u32,
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],
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self.windows.get_renderer(id2).unwrap().swapchain_format(),
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self.windows.get_renderer(id2).unwrap(),
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),
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);
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}
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@ -194,7 +194,11 @@ fn compute_then_render(
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}
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// Start the frame.
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let before_pipeline_future = match window_renderer.acquire() {
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let before_pipeline_future = match window_renderer.acquire(|swapchain_image_views| {
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pipeline
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.place_over_frame
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.recreate_framebuffers(swapchain_image_views)
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}) {
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Err(e) => {
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println!("{e}");
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return;
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@ -211,9 +215,12 @@ fn compute_then_render(
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let color_image = pipeline.compute.color_image();
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let target_image = window_renderer.swapchain_image_view();
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let after_render = pipeline
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.place_over_frame
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.render(after_compute, color_image, target_image);
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let after_render = pipeline.place_over_frame.render(
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after_compute,
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color_image,
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target_image,
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window_renderer.image_index(),
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);
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// Finish the frame. Wait for the future so resources are not in use when we render.
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window_renderer.present(after_render, true);
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@ -7,11 +7,11 @@ use vulkano::{
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SubpassContents,
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},
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device::Queue,
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format::Format,
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image::view::ImageView,
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render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass},
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sync::GpuFuture,
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};
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use vulkano_util::renderer::VulkanoWindowRenderer;
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/// A render pass which places an incoming image over the frame, filling it.
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pub struct RenderPassPlaceOverFrame {
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@ -19,19 +19,20 @@ pub struct RenderPassPlaceOverFrame {
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render_pass: Arc<RenderPass>,
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pixels_draw_pipeline: PixelsDrawPipeline,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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framebuffers: Vec<Arc<Framebuffer>>,
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}
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impl RenderPassPlaceOverFrame {
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pub fn new(
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app: &App,
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gfx_queue: Arc<Queue>,
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output_format: Format,
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window_renderer: &VulkanoWindowRenderer,
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) -> RenderPassPlaceOverFrame {
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let render_pass = vulkano::single_pass_renderpass!(
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gfx_queue.device().clone(),
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attachments: {
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color: {
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format: output_format,
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format: window_renderer.swapchain_format(),
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samples: 1,
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load_op: Clear,
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store_op: Store,
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@ -48,9 +49,10 @@ impl RenderPassPlaceOverFrame {
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RenderPassPlaceOverFrame {
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gfx_queue,
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render_pass,
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render_pass: render_pass.clone(),
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pixels_draw_pipeline,
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command_buffer_allocator: app.command_buffer_allocator.clone(),
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framebuffers: create_framebuffers(window_renderer.swapchain_image_views(), render_pass),
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}
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}
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@ -61,6 +63,7 @@ impl RenderPassPlaceOverFrame {
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before_future: F,
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image_view: Arc<ImageView>,
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target: Arc<ImageView>,
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image_index: u32,
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) -> Box<dyn GpuFuture>
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where
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F: GpuFuture + 'static,
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@ -68,16 +71,6 @@ impl RenderPassPlaceOverFrame {
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// Get the dimensions.
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let img_dims: [u32; 2] = target.image().extent()[0..2].try_into().unwrap();
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// Create the framebuffer.
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let framebuffer = Framebuffer::new(
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self.render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![target],
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..Default::default()
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},
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)
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.unwrap();
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// Create a primary command buffer builder.
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let mut command_buffer_builder = RecordingCommandBuffer::new(
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self.command_buffer_allocator.clone(),
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@ -95,7 +88,9 @@ impl RenderPassPlaceOverFrame {
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.begin_render_pass(
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RenderPassBeginInfo {
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clear_values: vec![Some([0.0; 4].into())],
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..RenderPassBeginInfo::framebuffer(framebuffer)
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..RenderPassBeginInfo::framebuffer(
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self.framebuffers[image_index as usize].clone(),
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)
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},
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SubpassBeginInfo {
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contents: SubpassContents::SecondaryCommandBuffers,
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@ -125,4 +120,27 @@ impl RenderPassPlaceOverFrame {
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after_future.boxed()
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}
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pub fn recreate_framebuffers(&mut self, swapchain_image_views: &[Arc<ImageView>]) {
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self.framebuffers = create_framebuffers(swapchain_image_views, self.render_pass.clone());
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}
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}
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fn create_framebuffers(
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swapchain_image_views: &[Arc<ImageView>],
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render_pass: Arc<RenderPass>,
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) -> Vec<Arc<Framebuffer>> {
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swapchain_image_views
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.iter()
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.map(|swapchain_image_view| {
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Framebuffer::new(
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render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![swapchain_image_view.clone()],
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..Default::default()
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},
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)
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.unwrap()
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})
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.collect::<Vec<_>>()
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}
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|
23
examples/triangle-util/Cargo.toml
Normal file
23
examples/triangle-util/Cargo.toml
Normal file
@ -0,0 +1,23 @@
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[package]
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name = "triangle-util"
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version = "0.0.0"
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edition = "2021"
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publish = false
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[[bin]]
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name = "triangle-util"
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path = "main.rs"
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test = false
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bench = false
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doc = false
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[dependencies]
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# The `vulkano` crate is the main crate that you must use to use Vulkan.
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vulkano = { workspace = true, features = ["macros"] }
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# Provides the `shader!` macro that is used to generate code for using shaders.
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vulkano-shaders = { workspace = true }
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# Contains the utility functions that make life easier.
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vulkano-util = { workspace = true }
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# The Vulkan library doesn't provide any functionality to create and handle windows, as
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# this would be out of scope. In order to open a window, we are going to use the `winit` crate.
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winit = { workspace = true }
|
463
examples/triangle-util/main.rs
Normal file
463
examples/triangle-util/main.rs
Normal file
@ -0,0 +1,463 @@
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// Welcome to the triangle-util example!
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//
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// This is almost exactly the same as the triange example, except that it uses utility functions
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// to make life easier.
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//
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// This example assumes that you are already more or less familiar with graphics programming and
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// that you want to learn Vulkan. This means that for example it won't go into details about what a
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// vertex or a shader is.
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use std::{error::Error, sync::Arc};
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use vulkano::{
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buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage},
|
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command_buffer::{
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allocator::StandardCommandBufferAllocator, CommandBufferBeginInfo, CommandBufferLevel,
|
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CommandBufferUsage, RecordingCommandBuffer, RenderPassBeginInfo, SubpassBeginInfo,
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SubpassContents,
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},
|
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image::view::ImageView,
|
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memory::allocator::{AllocationCreateInfo, MemoryTypeFilter},
|
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pipeline::{
|
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graphics::{
|
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color_blend::{ColorBlendAttachmentState, ColorBlendState},
|
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input_assembly::InputAssemblyState,
|
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multisample::MultisampleState,
|
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rasterization::RasterizationState,
|
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vertex_input::{Vertex, VertexDefinition},
|
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viewport::{Viewport, ViewportState},
|
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GraphicsPipelineCreateInfo,
|
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},
|
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layout::PipelineDescriptorSetLayoutCreateInfo,
|
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DynamicState, GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo,
|
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},
|
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render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass},
|
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sync::GpuFuture,
|
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};
|
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use vulkano_util::{
|
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context::{VulkanoConfig, VulkanoContext},
|
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window::VulkanoWindows,
|
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};
|
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use winit::{
|
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event::{Event, WindowEvent},
|
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event_loop::{ControlFlow, EventLoop},
|
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};
|
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|
||||
fn main() -> Result<(), impl Error> {
|
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let context = VulkanoContext::new(VulkanoConfig::default());
|
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let event_loop = EventLoop::new().unwrap();
|
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// Manages any windows and their rendering.
|
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let mut windows_manager = VulkanoWindows::default();
|
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windows_manager.create_window(&event_loop, &context, &Default::default(), |_| {});
|
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let window_renderer = windows_manager.get_primary_renderer_mut().unwrap();
|
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|
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// Some little debug infos.
|
||||
println!(
|
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"Using device: {} (type: {:?})",
|
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context.device().physical_device().properties().device_name,
|
||||
context.device().physical_device().properties().device_type,
|
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);
|
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|
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// We now create a buffer that will store the shape of our triangle. We use `#[repr(C)]` here
|
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// to force rustc to use a defined layout for our data, as the default representation has *no
|
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// guarantees*.
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#[derive(BufferContents, Vertex)]
|
||||
#[repr(C)]
|
||||
struct Vertex {
|
||||
#[format(R32G32_SFLOAT)]
|
||||
position: [f32; 2],
|
||||
}
|
||||
|
||||
let vertices = [
|
||||
Vertex {
|
||||
position: [-0.5, -0.25],
|
||||
},
|
||||
Vertex {
|
||||
position: [0.0, 0.5],
|
||||
},
|
||||
Vertex {
|
||||
position: [0.25, -0.1],
|
||||
},
|
||||
];
|
||||
let vertex_buffer = Buffer::from_iter(
|
||||
context.memory_allocator().clone(),
|
||||
BufferCreateInfo {
|
||||
usage: BufferUsage::VERTEX_BUFFER,
|
||||
..Default::default()
|
||||
},
|
||||
AllocationCreateInfo {
|
||||
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
|
||||
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
|
||||
..Default::default()
|
||||
},
|
||||
vertices,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
// The next step is to create the shaders.
|
||||
//
|
||||
// The raw shader creation API provided by the vulkano library is unsafe for various reasons,
|
||||
// so The `shader!` macro provides a way to generate a Rust module from GLSL source - in the
|
||||
// example below, the source is provided as a string input directly to the shader, but a path
|
||||
// to a source file can be provided as well. Note that the user must specify the type of shader
|
||||
// (e.g. "vertex", "fragment", etc.) using the `ty` option of the macro.
|
||||
//
|
||||
// The items generated by the `shader!` macro include a `load` function which loads the shader
|
||||
// using an input logical device. The module also includes type definitions for layout
|
||||
// structures defined in the shader source, for example uniforms and push constants.
|
||||
//
|
||||
// A more detailed 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/
|
||||
mod vs {
|
||||
vulkano_shaders::shader! {
|
||||
ty: "vertex",
|
||||
src: r"
|
||||
#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: r"
|
||||
#version 450
|
||||
|
||||
layout(location = 0) out vec4 f_color;
|
||||
|
||||
void main() {
|
||||
f_color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
",
|
||||
}
|
||||
}
|
||||
|
||||
// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
|
||||
// implicitly does a lot of computation whenever you draw. In Vulkan, you have to do all this
|
||||
// manually.
|
||||
|
||||
// The next step is to create a *render pass*, which is an object that describes where the
|
||||
// output of the graphics pipeline will go. It describes the layout of the images where the
|
||||
// colors, depth and/or stencil information will be written.
|
||||
let render_pass = vulkano::single_pass_renderpass!(
|
||||
context.device().clone(),
|
||||
attachments: {
|
||||
// `color` is a custom name we give to the first and only attachment.
|
||||
color: {
|
||||
// `format: <ty>` indicates the type of the format of the image. This has to be one
|
||||
// of the types of the `vulkano::format` module (or alternatively one of your
|
||||
// structs that implements the `FormatDesc` trait). Here we use the same format as
|
||||
// the swapchain.
|
||||
format: window_renderer.swapchain_format(),
|
||||
// `samples: 1` means that we ask the GPU to use one sample to determine the value
|
||||
// of each pixel in the color attachment. We could use a larger value
|
||||
// (multisampling) for antialiasing. An example of this can be found in
|
||||
// msaa-renderpass.rs.
|
||||
samples: 1,
|
||||
// `load_op: Clear` means that we ask the GPU to clear the content of this
|
||||
// attachment at the start of the drawing.
|
||||
load_op: Clear,
|
||||
// `store_op: Store` means that we ask the GPU to store the output of the draw in
|
||||
// the actual image. We could also ask it to discard the result.
|
||||
store_op: Store,
|
||||
},
|
||||
},
|
||||
pass: {
|
||||
// We use the attachment named `color` as the one and only color attachment.
|
||||
color: [color],
|
||||
// No depth-stencil attachment is indicated with empty brackets.
|
||||
depth_stencil: {},
|
||||
},
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
// Before we draw, we have to create what is called a **pipeline**. A pipeline describes how
|
||||
// a GPU operation is to be performed. It is similar to an OpenGL program, but it also contains
|
||||
// many settings for customization, all baked into a single object. For drawing, we create
|
||||
// a **graphics** pipeline, but there are also other types of pipeline.
|
||||
let pipeline = {
|
||||
// First, we load the shaders that the pipeline will use:
|
||||
// the vertex shader and the fragment shader.
|
||||
//
|
||||
// A Vulkan shader can in theory contain multiple entry points, so we have to specify which
|
||||
// one.
|
||||
let vs = vs::load(context.device().clone())
|
||||
.unwrap()
|
||||
.entry_point("main")
|
||||
.unwrap();
|
||||
let fs = fs::load(context.device().clone())
|
||||
.unwrap()
|
||||
.entry_point("main")
|
||||
.unwrap();
|
||||
|
||||
// Automatically generate a vertex input state from the vertex shader's input interface,
|
||||
// that takes a single vertex buffer containing `Vertex` structs.
|
||||
let vertex_input_state = Vertex::per_vertex()
|
||||
.definition(&vs.info().input_interface)
|
||||
.unwrap();
|
||||
|
||||
// Make a list of the shader stages that the pipeline will have.
|
||||
let stages = [
|
||||
PipelineShaderStageCreateInfo::new(vs),
|
||||
PipelineShaderStageCreateInfo::new(fs),
|
||||
];
|
||||
|
||||
// We must now create a **pipeline layout** object, which describes the locations and types
|
||||
// of descriptor sets and push constants used by the shaders in the pipeline.
|
||||
//
|
||||
// Multiple pipelines can share a common layout object, which is more efficient.
|
||||
// The shaders in a pipeline must use a subset of the resources described in its pipeline
|
||||
// layout, but the pipeline layout is allowed to contain resources that are not present in
|
||||
// the shaders; they can be used by shaders in other pipelines that share the same
|
||||
// layout. Thus, it is a good idea to design shaders so that many pipelines have
|
||||
// common resource locations, which allows them to share pipeline layouts.
|
||||
let layout = PipelineLayout::new(
|
||||
context.device().clone(),
|
||||
// Since we only have one pipeline in this example, and thus one pipeline layout,
|
||||
// we automatically generate the creation info for it from the resources used in the
|
||||
// shaders. In a real application, you would specify this information manually so that
|
||||
// you can re-use one layout in multiple pipelines.
|
||||
PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
|
||||
.into_pipeline_layout_create_info(context.device().clone())
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
// We have to indicate which subpass of which render pass this pipeline is going to be used
|
||||
// in. The pipeline will only be usable from this particular subpass.
|
||||
let subpass = Subpass::from(render_pass.clone(), 0).unwrap();
|
||||
|
||||
// Finally, create the pipeline.
|
||||
GraphicsPipeline::new(
|
||||
context.device().clone(),
|
||||
None,
|
||||
GraphicsPipelineCreateInfo {
|
||||
stages: stages.into_iter().collect(),
|
||||
// How vertex data is read from the vertex buffers into the vertex shader.
|
||||
vertex_input_state: Some(vertex_input_state),
|
||||
// How vertices are arranged into primitive shapes.
|
||||
// The default primitive shape is a triangle.
|
||||
input_assembly_state: Some(InputAssemblyState::default()),
|
||||
// How primitives are transformed and clipped to fit the framebuffer.
|
||||
// We use a resizable viewport, set to draw over the entire window.
|
||||
viewport_state: Some(ViewportState::default()),
|
||||
// How polygons are culled and converted into a raster of pixels.
|
||||
// The default value does not perform any culling.
|
||||
rasterization_state: Some(RasterizationState::default()),
|
||||
// How multiple fragment shader samples are converted to a single pixel value.
|
||||
// The default value does not perform any multisampling.
|
||||
multisample_state: Some(MultisampleState::default()),
|
||||
// How pixel values are combined with the values already present in the framebuffer.
|
||||
// The default value overwrites the old value with the new one, without any
|
||||
// blending.
|
||||
color_blend_state: Some(ColorBlendState::with_attachment_states(
|
||||
subpass.num_color_attachments(),
|
||||
ColorBlendAttachmentState::default(),
|
||||
)),
|
||||
// Dynamic states allows us to specify parts of the pipeline settings when
|
||||
// recording the command buffer, before we perform drawing.
|
||||
// Here, we specify that the viewport should be dynamic.
|
||||
dynamic_state: [DynamicState::Viewport].into_iter().collect(),
|
||||
subpass: Some(subpass.into()),
|
||||
..GraphicsPipelineCreateInfo::layout(layout)
|
||||
},
|
||||
)
|
||||
.unwrap()
|
||||
};
|
||||
|
||||
// Dynamic viewports allow us to recreate just the viewport when the window is resized.
|
||||
// Otherwise we would have to recreate the whole pipeline.
|
||||
let mut viewport = Viewport {
|
||||
offset: [0.0, 0.0],
|
||||
extent: [0.0, 0.0],
|
||||
depth_range: 0.0..=1.0,
|
||||
};
|
||||
|
||||
// The render pass we created above only describes the layout of our framebuffers. Before we
|
||||
// can draw we also need to create the actual framebuffers.
|
||||
//
|
||||
// Since we need to draw to multiple images, we are going to create a different framebuffer for
|
||||
// each image.
|
||||
let mut framebuffers = window_size_dependent_setup(
|
||||
window_renderer.swapchain_image_views(),
|
||||
render_pass.clone(),
|
||||
&mut viewport,
|
||||
);
|
||||
|
||||
// Before we can start creating and recording command buffers, we need a way of allocating
|
||||
// them. Vulkano provides a command buffer allocator, which manages raw Vulkan command pools
|
||||
// underneath and provides a safe interface for them.
|
||||
let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new(
|
||||
context.device().clone(),
|
||||
Default::default(),
|
||||
));
|
||||
|
||||
// Initialization is finally finished!
|
||||
|
||||
// In the loop below we are going to submit commands to the GPU. Submitting a command produces
|
||||
// an object that implements the `GpuFuture` trait, which holds the resources for as long as
|
||||
// they are in use by the GPU.
|
||||
|
||||
event_loop.run(move |event, elwt| {
|
||||
elwt.set_control_flow(ControlFlow::Poll);
|
||||
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
event: WindowEvent::CloseRequested,
|
||||
..
|
||||
} => {
|
||||
elwt.exit();
|
||||
}
|
||||
Event::WindowEvent {
|
||||
event: WindowEvent::Resized(_),
|
||||
..
|
||||
} => {
|
||||
window_renderer.resize();
|
||||
}
|
||||
Event::WindowEvent {
|
||||
event: WindowEvent::RedrawRequested,
|
||||
..
|
||||
} => {
|
||||
// Do not draw the frame when the screen size is zero. On Windows, this can
|
||||
// occur when minimizing the application.
|
||||
let image_extent: [u32; 2] = window_renderer.window().inner_size().into();
|
||||
|
||||
if image_extent.contains(&0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Begin rendering by acquiring the gpu future from the window renderer.
|
||||
let previous_frame_end = window_renderer
|
||||
.acquire(|swapchain_images| {
|
||||
// Whenever the window resizes we need to recreate everything dependent on
|
||||
// the window size. In this example that includes
|
||||
// the swapchain, the framebuffers and the dynamic
|
||||
// state viewport.
|
||||
framebuffers = window_size_dependent_setup(
|
||||
swapchain_images,
|
||||
render_pass.clone(),
|
||||
&mut viewport,
|
||||
);
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
// In order to draw, we have to record a *command buffer*. The command buffer object
|
||||
// holds the list of commands that are going to be executed.
|
||||
//
|
||||
// Recording a command buffer is an expensive operation (usually a few hundred
|
||||
// microseconds), but it is known to be a hot path in the driver and is expected to
|
||||
// be optimized.
|
||||
//
|
||||
// Note that we have to pass a queue family when we create the command buffer. The
|
||||
// command buffer will only be executable on that given queue family.
|
||||
let mut builder = RecordingCommandBuffer::new(
|
||||
command_buffer_allocator.clone(),
|
||||
context.graphics_queue().queue_family_index(),
|
||||
CommandBufferLevel::Primary,
|
||||
CommandBufferBeginInfo {
|
||||
usage: CommandBufferUsage::OneTimeSubmit,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
builder
|
||||
// Before we can draw, we have to *enter a render pass*.
|
||||
.begin_render_pass(
|
||||
RenderPassBeginInfo {
|
||||
// A list of values to clear the attachments with. This list contains
|
||||
// one item for each attachment in the render pass. In this case, there
|
||||
// is only one attachment, and we clear it with a blue color.
|
||||
//
|
||||
// Only attachments that have `AttachmentLoadOp::Clear` are provided
|
||||
// with clear values, any others should use `None` as the clear value.
|
||||
clear_values: vec![Some([0.0, 0.0, 1.0, 1.0].into())],
|
||||
|
||||
..RenderPassBeginInfo::framebuffer(
|
||||
framebuffers[window_renderer.image_index() as usize].clone(),
|
||||
)
|
||||
},
|
||||
SubpassBeginInfo {
|
||||
// The contents of the first (and only) subpass.
|
||||
// This can be either `Inline` or `SecondaryCommandBuffers`.
|
||||
// The latter is a bit more advanced and is not covered here.
|
||||
contents: SubpassContents::Inline,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.unwrap()
|
||||
// We are now inside the first subpass of the render pass.
|
||||
//
|
||||
// TODO: Document state setting and how it affects subsequent draw commands.
|
||||
.set_viewport(0, [viewport.clone()].into_iter().collect())
|
||||
.unwrap()
|
||||
.bind_pipeline_graphics(pipeline.clone())
|
||||
.unwrap()
|
||||
.bind_vertex_buffers(0, vertex_buffer.clone())
|
||||
.unwrap();
|
||||
|
||||
unsafe {
|
||||
builder
|
||||
// We add a draw command.
|
||||
.draw(vertex_buffer.len() as u32, 1, 0, 0)
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
builder
|
||||
// We leave the render pass. Note that if we had multiple subpasses we could
|
||||
// have called `next_subpass` to jump to the next subpass.
|
||||
.end_render_pass(Default::default())
|
||||
.unwrap();
|
||||
|
||||
// Finish recording the command buffer by calling `end`.
|
||||
let command_buffer = builder.end().unwrap();
|
||||
|
||||
let future = previous_frame_end
|
||||
.then_execute(context.graphics_queue().clone(), command_buffer)
|
||||
.unwrap()
|
||||
.boxed();
|
||||
|
||||
// The color output is now expected to contain our triangle. But in order to
|
||||
// show it on the screen, we have to *present* the image by calling
|
||||
// `present` on the window renderer.
|
||||
//
|
||||
// This function does not actually present the image immediately. Instead it
|
||||
// submits a present command at the end of the queue. This means that it will
|
||||
// only be presented once the GPU has finished executing the command buffer
|
||||
// that draws the triangle.
|
||||
window_renderer.present(future, false);
|
||||
}
|
||||
Event::AboutToWait => window_renderer.window().request_redraw(),
|
||||
_ => (),
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
/// This function is called once during initialization, then again whenever the window is resized.
|
||||
fn window_size_dependent_setup(
|
||||
swapchain_images: &[Arc<ImageView>],
|
||||
render_pass: Arc<RenderPass>,
|
||||
viewport: &mut Viewport,
|
||||
) -> Vec<Arc<Framebuffer>> {
|
||||
let extent = swapchain_images[0].image().extent();
|
||||
viewport.extent = [extent[0] as f32, extent[1] as f32];
|
||||
|
||||
swapchain_images
|
||||
.iter()
|
||||
.map(|swapchain_image| {
|
||||
Framebuffer::new(
|
||||
render_pass.clone(),
|
||||
FramebufferCreateInfo {
|
||||
attachments: vec![swapchain_image.clone()],
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.unwrap()
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
}
|
@ -203,6 +203,16 @@ impl VulkanoWindowRenderer {
|
||||
dims[0] / dims[1]
|
||||
}
|
||||
|
||||
/// Returns a reference to the swapchain image views.
|
||||
#[inline]
|
||||
#[must_use]
|
||||
// swapchain_image_views or swapchain_images_views, neither sounds good.
|
||||
pub fn swapchain_image_views(&self) -> &Vec<Arc<ImageView>> {
|
||||
// Why do we use "final views" as the field name,
|
||||
// yet always externally refer to them as "swapchain image views"?
|
||||
&self.final_views
|
||||
}
|
||||
|
||||
/// Resize swapchain and camera view images at the beginning of next frame based on window
|
||||
/// size.
|
||||
#[inline]
|
||||
@ -245,16 +255,21 @@ impl VulkanoWindowRenderer {
|
||||
}
|
||||
|
||||
/// Begin your rendering by calling `acquire`.
|
||||
/// Returns a [`GpuFuture`] representing the time after which the
|
||||
/// swapchain image has been acquired and previous frame ended.
|
||||
/// Execute your command buffers after calling this function and finish rendering by calling
|
||||
/// [`VulkanoWindowRenderer::present`].
|
||||
/// 'on_recreate_swapchain' is called when the swapchain gets recreated, due to being resized,
|
||||
/// suboptimal, or changing the present mode. Returns a [`GpuFuture`] representing the time
|
||||
/// after which the swapchain image has been acquired and previous frame ended.
|
||||
/// Execute your command buffers after calling this function and
|
||||
/// finish rendering by calling [`VulkanoWindowRenderer::present`].
|
||||
#[inline]
|
||||
pub fn acquire(&mut self) -> Result<Box<dyn GpuFuture>, VulkanError> {
|
||||
pub fn acquire(
|
||||
&mut self,
|
||||
on_recreate_swapchain: impl FnOnce(&Vec<Arc<ImageView>>),
|
||||
) -> Result<Box<dyn GpuFuture>, VulkanError> {
|
||||
// Recreate swap chain if needed (when resizing of window occurs or swapchain is outdated)
|
||||
// Also resize render views if needed
|
||||
if self.recreate_swapchain {
|
||||
self.recreate_swapchain_and_views();
|
||||
on_recreate_swapchain(&self.final_views);
|
||||
}
|
||||
|
||||
// Acquire next image in the swapchain
|
||||
|
Loading…
Reference in New Issue
Block a user