From e5d501fb5ed9834863afdf5a7a49595bf5f230ae Mon Sep 17 00:00:00 2001 From: Lucas Kent Date: Thu, 30 Aug 2018 11:37:51 +1000 Subject: [PATCH] Copy examples from example repo (#1023) * Update PR template * Rename queue to queue_family * Add examples readme * Use the same image output filename * Move existing examples with multiple files into their own folder * Improve error message when running runtime-shader in the wrong directory --- .github/PULL_REQUEST_TEMPLATE.md | 5 +- examples/readme.md | 19 + examples/src/bin/basic-compute-shader.rs | 4 +- examples/src/bin/debug.rs | 4 +- .../deferred/frame/ambient_lighting_system.rs | 186 +++++++ .../frame/directional_lighting_system.rs | 209 ++++++++ examples/src/bin/deferred/frame/mod.rs | 24 + .../deferred/frame/point_lighting_system.rs | 242 +++++++++ examples/src/bin/deferred/frame/system.rs | 506 ++++++++++++++++++ examples/src/bin/deferred/main.rs | 183 +++++++ .../src/bin/deferred/triangle_draw_system.rs | 129 +++++ examples/src/bin/{ => image}/image_img.png | Bin examples/src/bin/{image.rs => image/main.rs} | 9 +- examples/src/bin/msaa-renderpass.rs | 260 +++++++++ .../frag.glsl} | 0 .../frag.spv} | Bin .../main.rs} | 14 +- .../vert.glsl} | 0 .../vert.spv} | Bin examples/src/bin/teapot.rs | 9 +- examples/src/bin/triangle.rs | 15 +- 21 files changed, 1787 insertions(+), 31 deletions(-) create mode 100644 examples/readme.md create mode 100644 examples/src/bin/deferred/frame/ambient_lighting_system.rs create mode 100644 examples/src/bin/deferred/frame/directional_lighting_system.rs create mode 100644 examples/src/bin/deferred/frame/mod.rs create mode 100644 examples/src/bin/deferred/frame/point_lighting_system.rs create mode 100644 examples/src/bin/deferred/frame/system.rs create mode 100644 examples/src/bin/deferred/main.rs create mode 100644 examples/src/bin/deferred/triangle_draw_system.rs rename examples/src/bin/{ => image}/image_img.png (100%) rename examples/src/bin/{image.rs => image/main.rs} (98%) create mode 100644 examples/src/bin/msaa-renderpass.rs rename examples/src/bin/{runtime-shader.frag.glsl => runtime-shader/frag.glsl} (100%) rename examples/src/bin/{runtime-shader.frag.spv => runtime-shader/frag.spv} (100%) rename examples/src/bin/{runtime-shader.rs => runtime-shader/main.rs} (96%) rename examples/src/bin/{runtime-shader.vert.glsl => runtime-shader/vert.glsl} (100%) rename examples/src/bin/{runtime-shader.vert.spv => runtime-shader/vert.spv} (100%) diff --git a/.github/PULL_REQUEST_TEMPLATE.md b/.github/PULL_REQUEST_TEMPLATE.md index b6dac3d7..93c1db00 100644 --- a/.github/PULL_REQUEST_TEMPLATE.md +++ b/.github/PULL_REQUEST_TEMPLATE.md @@ -1,2 +1,3 @@ -- [ ] Added an entry to `CHANGELOG.md` if knowledge of this change could be valuable to users -- [ ] Updated documentation to reflect any user-facing changes +* [ ] Added an entry to `CHANGELOG.md` if knowledge of this change could be valuable to users +* [ ] Updated documentation to reflect any user-facing changes - in this repository +* [ ] Updated documentation to reflect any user-facing changes - PR to the [guide](https://github.com/vulkano-rs/vulkano-www) that fixes existing documentation invalidated by this PR. diff --git a/examples/readme.md b/examples/readme.md new file mode 100644 index 00000000..93e6b51d --- /dev/null +++ b/examples/readme.md @@ -0,0 +1,19 @@ +# Examples + +These examples use unreleased functionality of vulkano. +For a snapshot of the examples at the latest vulkano release take a look at the [examples repository](https://github.com/vulkano-rs/vulkano-examples) + +## Running the examples: + +```sh +cargo run --bin +``` + +## Example: + +```sh +cargo run --bin triangle +``` + +If you want to compare performances with other libraries, you should pass the `--release` flag as +well. Rust is pretty slow in debug mode. diff --git a/examples/src/bin/basic-compute-shader.rs b/examples/src/bin/basic-compute-shader.rs index e2303162..311ea09a 100644 --- a/examples/src/bin/basic-compute-shader.rs +++ b/examples/src/bin/basic-compute-shader.rs @@ -45,12 +45,12 @@ fn main() { // // The Vulkan specs guarantee that a compliant implementation must provide at least one queue // that supports compute operations. - let queue = physical.queue_families().find(|&q| q.supports_compute()).unwrap(); + let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap(); // Now initializing the device. let (device, mut queues) = { Device::new(physical, physical.supported_features(), &DeviceExtensions::none(), - [(queue, 0.5)].iter().cloned()).expect("failed to create device") + [(queue_family, 0.5)].iter().cloned()).expect("failed to create device") }; // Since we can request multiple queues, the `queues` variable is in fact an iterator. In this diff --git a/examples/src/bin/debug.rs b/examples/src/bin/debug.rs index 5a215e80..92a29742 100644 --- a/examples/src/bin/debug.rs +++ b/examples/src/bin/debug.rs @@ -92,8 +92,8 @@ fn main() { /////////////////////////////////////////////////////////////////////////////////////////////////////////////// let physical = PhysicalDevice::enumerate(&instance).next().expect("no device available"); - let queue = physical.queue_families().next().expect("couldn't find a queue family"); - let (_, mut queues) = Device::new(physical, physical.supported_features(), &DeviceExtensions::none(), vec![(queue, 0.5)]).expect("failed to create device"); + let queue_family = physical.queue_families().next().expect("couldn't find a queue family"); + let (_, mut queues) = Device::new(physical, physical.supported_features(), &DeviceExtensions::none(), vec![(queue_family, 0.5)]).expect("failed to create device"); let queue = queues.next().unwrap(); // Create an image in order to generate some additional logging: diff --git a/examples/src/bin/deferred/frame/ambient_lighting_system.rs b/examples/src/bin/deferred/frame/ambient_lighting_system.rs new file mode 100644 index 00000000..7ed7faaa --- /dev/null +++ b/examples/src/bin/deferred/frame/ambient_lighting_system.rs @@ -0,0 +1,186 @@ +// Copyright (c) 2017 The vulkano developers +// Licensed under the Apache License, Version 2.0 +// or the MIT +// license , +// at your option. All files in the project carrying such +// notice may not be copied, modified, or distributed except +// according to those terms. + +use vulkano::buffer::BufferUsage; +use vulkano::buffer::CpuAccessibleBuffer; +use vulkano::command_buffer::AutoCommandBuffer; +use vulkano::command_buffer::AutoCommandBufferBuilder; +use vulkano::command_buffer::DynamicState; +use vulkano::descriptor::descriptor_set::PersistentDescriptorSet; +use vulkano::device::Queue; +use vulkano::framebuffer::RenderPassAbstract; +use vulkano::framebuffer::Subpass; +use vulkano::image::ImageViewAccess; +use vulkano::pipeline::blend::AttachmentBlend; +use vulkano::pipeline::blend::BlendFactor; +use vulkano::pipeline::blend::BlendOp; +use vulkano::pipeline::GraphicsPipeline; +use vulkano::pipeline::GraphicsPipelineAbstract; +use vulkano::pipeline::viewport::Viewport; + +use std::sync::Arc; + +/// Allows applying an ambient lighting to a scene. +pub struct AmbientLightingSystem { + gfx_queue: Arc, + vertex_buffer: Arc>, + pipeline: Arc, +} + +impl AmbientLightingSystem { + /// Initializes the ambient lighting system. + pub fn new(gfx_queue: Arc, subpass: Subpass) -> AmbientLightingSystem + where R: RenderPassAbstract + Send + Sync + 'static + { + // TODO: vulkano doesn't allow us to draw without a vertex buffer, otherwise we could + // hard-code these values in the shader + let vertex_buffer = { + CpuAccessibleBuffer::from_iter(gfx_queue.device().clone(), BufferUsage::all(), [ + Vertex { position: [-1.0, -1.0] }, + Vertex { position: [-1.0, 3.0] }, + Vertex { position: [3.0, -1.0] } + ].iter().cloned()).expect("failed to create buffer") + }; + + let pipeline = { + let vs = vs::Shader::load(gfx_queue.device().clone()) + .expect("failed to create shader module"); + let fs = fs::Shader::load(gfx_queue.device().clone()) + .expect("failed to create shader module"); + + 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(), ()) + .blend_collective(AttachmentBlend { + enabled: true, + color_op: BlendOp::Add, + color_source: BlendFactor::One, + color_destination: BlendFactor::One, + alpha_op: BlendOp::Max, + alpha_source: BlendFactor::One, + alpha_destination: BlendFactor::One, + mask_red: true, + mask_green: true, + mask_blue: true, + mask_alpha: true, + }) + .render_pass(subpass) + .build(gfx_queue.device().clone()) + .unwrap()) as Arc<_> + }; + + AmbientLightingSystem { + gfx_queue: gfx_queue, + vertex_buffer: vertex_buffer, + pipeline: pipeline, + } + } + + /// Builds a secondary command buffer that applies ambient lighting. + /// + /// This secondary command buffer will read `color_input`, multiply it with `ambient_color` + /// and write the output to the current framebuffer with additive blending (in other words + /// the value will be added to the existing value in the framebuffer, and not replace the + /// existing value). + /// + /// - `viewport_dimensions` contains the dimensions of the current framebuffer. + /// - `color_input` is an image containing the albedo of each object of the scene. It is the + /// result of the deferred pass. + /// - `ambient_color` is the color to apply. + /// + pub fn draw(&self, viewport_dimensions: [u32; 2], color_input: C, + ambient_color: [f32; 3]) -> AutoCommandBuffer + where C: ImageViewAccess + Send + Sync + 'static, + { + let push_constants = fs::ty::PushConstants { + color: [ambient_color[0], ambient_color[1], ambient_color[2], 1.0], + }; + + let descriptor_set = PersistentDescriptorSet::start(self.pipeline.clone(), 0) + .add_image(color_input) + .unwrap() + .build() + .unwrap(); + + let dynamic_state = DynamicState { + viewports: Some(vec![Viewport { + origin: [0.0, 0.0], + dimensions: [viewport_dimensions[0] as f32, + viewport_dimensions[1] as f32], + depth_range: 0.0 .. 1.0, + }]), + .. DynamicState::none() + }; + + AutoCommandBufferBuilder::secondary_graphics(self.gfx_queue.device().clone(), + self.gfx_queue.family(), + self.pipeline.clone().subpass()) + .unwrap() + .draw(self.pipeline.clone(), + &dynamic_state, + vec![self.vertex_buffer.clone()], + descriptor_set, + push_constants) + .unwrap() + .build() + .unwrap() + } +} + +#[derive(Debug, Clone)] +struct Vertex { + position: [f32; 2] +} +impl_vertex!(Vertex, position); + +mod vs { + #[derive(VulkanoShader)] + #[allow(dead_code)] + #[ty = "vertex"] + #[src = " +#version 450 + +layout(location = 0) in vec2 position; + +void main() { + gl_Position = vec4(position, 0.0, 1.0); +} +"] + struct Dummy; +} + +mod fs { + #[derive(VulkanoShader)] + #[allow(dead_code)] + #[ty = "fragment"] + #[src = " +#version 450 + +// The `color_input` parameter of the `draw` method. +layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput u_diffuse; + +layout(push_constant) uniform PushConstants { + // The `ambient_color` parameter of the `draw` method. + vec4 color; +} push_constants; + +layout(location = 0) out vec4 f_color; + +void main() { + // Load the value at the current pixel. + vec3 in_diffuse = subpassLoad(u_diffuse).rgb; + f_color.rgb = push_constants.color.rgb * in_diffuse; + f_color.a = 1.0; +} +"] + struct Dummy; +} diff --git a/examples/src/bin/deferred/frame/directional_lighting_system.rs b/examples/src/bin/deferred/frame/directional_lighting_system.rs new file mode 100644 index 00000000..9ebe4d4f --- /dev/null +++ b/examples/src/bin/deferred/frame/directional_lighting_system.rs @@ -0,0 +1,209 @@ +// Copyright (c) 2017 The vulkano developers +// Licensed under the Apache License, Version 2.0 +// or the MIT +// license , +// at your option. All files in the project carrying such +// notice may not be copied, modified, or distributed except +// according to those terms. + +use vulkano::buffer::BufferUsage; +use vulkano::buffer::CpuAccessibleBuffer; +use vulkano::command_buffer::AutoCommandBuffer; +use vulkano::command_buffer::AutoCommandBufferBuilder; +use vulkano::command_buffer::DynamicState; +use vulkano::descriptor::descriptor_set::PersistentDescriptorSet; +use vulkano::device::Queue; +use vulkano::framebuffer::RenderPassAbstract; +use vulkano::framebuffer::Subpass; +use vulkano::image::ImageViewAccess; +use vulkano::pipeline::blend::AttachmentBlend; +use vulkano::pipeline::blend::BlendFactor; +use vulkano::pipeline::blend::BlendOp; +use vulkano::pipeline::GraphicsPipeline; +use vulkano::pipeline::GraphicsPipelineAbstract; +use vulkano::pipeline::viewport::Viewport; +use cgmath::Vector3; + +use std::sync::Arc; + +/// Allows applying a directional ligh source to a scene. +pub struct DirectionalLightingSystem { + gfx_queue: Arc, + vertex_buffer: Arc>, + pipeline: Arc, +} + +impl DirectionalLightingSystem { + /// Initializes the directional lighting system. + pub fn new(gfx_queue: Arc, subpass: Subpass) -> DirectionalLightingSystem + where R: RenderPassAbstract + Send + Sync + 'static + { + // TODO: vulkano doesn't allow us to draw without a vertex buffer, otherwise we could + // hard-code these values in the shader + let vertex_buffer = { + CpuAccessibleBuffer::from_iter(gfx_queue.device().clone(), BufferUsage::all(), [ + Vertex { position: [-1.0, -1.0] }, + Vertex { position: [-1.0, 3.0] }, + Vertex { position: [3.0, -1.0] } + ].iter().cloned()).expect("failed to create buffer") + }; + + let pipeline = { + let vs = vs::Shader::load(gfx_queue.device().clone()) + .expect("failed to create shader module"); + let fs = fs::Shader::load(gfx_queue.device().clone()) + .expect("failed to create shader module"); + + 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(), ()) + .blend_collective(AttachmentBlend { + enabled: true, + color_op: BlendOp::Add, + color_source: BlendFactor::One, + color_destination: BlendFactor::One, + alpha_op: BlendOp::Max, + alpha_source: BlendFactor::One, + alpha_destination: BlendFactor::One, + mask_red: true, + mask_green: true, + mask_blue: true, + mask_alpha: true, + }) + .render_pass(subpass) + .build(gfx_queue.device().clone()) + .unwrap()) as Arc<_> + }; + + DirectionalLightingSystem { + gfx_queue: gfx_queue, + vertex_buffer: vertex_buffer, + pipeline: pipeline, + } + } + + /// Builds a secondary command buffer that applies directional lighting. + /// + /// This secondary command buffer will read `color_input` and `normals_input`, and multiply the + /// color with `color` and the dot product of the `direction` with the normal. + /// It then writes the output to the current framebuffer with additive blending (in other words + /// the value will be added to the existing value in the framebuffer, and not replace the + /// existing value). + /// + /// Since `normals_input` contains normals in world coordinates, `direction` should also be in + /// world coordinates. + /// + /// - `viewport_dimensions` contains the dimensions of the current framebuffer. + /// - `color_input` is an image containing the albedo of each object of the scene. It is the + /// result of the deferred pass. + /// - `normals_input` is an image containing the normals of each object of the scene. It is the + /// result of the deferred pass. + /// - `direction` is the direction of the light in world coordinates. + /// - `color` is the color to apply. + /// + pub fn draw(&self, viewport_dimensions: [u32; 2], color_input: C, normals_input: N, + direction: Vector3, color: [f32; 3]) -> AutoCommandBuffer + where C: ImageViewAccess + Send + Sync + 'static, + N: ImageViewAccess + Send + Sync + 'static, + { + let push_constants = fs::ty::PushConstants { + color: [color[0], color[1], color[2], 1.0], + direction: direction.extend(0.0).into(), + }; + + let descriptor_set = PersistentDescriptorSet::start(self.pipeline.clone(), 0) + .add_image(color_input) + .unwrap() + .add_image(normals_input) + .unwrap() + .build() + .unwrap(); + + let dynamic_state = DynamicState { + viewports: Some(vec![Viewport { + origin: [0.0, 0.0], + dimensions: [viewport_dimensions[0] as f32, + viewport_dimensions[1] as f32], + depth_range: 0.0 .. 1.0, + }]), + .. DynamicState::none() + }; + + AutoCommandBufferBuilder::secondary_graphics(self.gfx_queue.device().clone(), + self.gfx_queue.family(), + self.pipeline.clone().subpass()) + .unwrap() + .draw(self.pipeline.clone(), + &dynamic_state, + vec![self.vertex_buffer.clone()], + descriptor_set, + push_constants) + .unwrap() + .build() + .unwrap() + } +} + +#[derive(Debug, Clone)] +struct Vertex { + position: [f32; 2] +} +impl_vertex!(Vertex, position); + +mod vs { + #[derive(VulkanoShader)] + #[allow(dead_code)] + #[ty = "vertex"] + #[src = " +#version 450 + +layout(location = 0) in vec2 position; + +void main() { + gl_Position = vec4(position, 0.0, 1.0); +} +"] + struct Dummy; +} + +mod fs { + #[derive(VulkanoShader)] + #[allow(dead_code)] + #[ty = "fragment"] + #[src = " +#version 450 + +// The `color_input` parameter of the `draw` method. +layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput u_diffuse; +// The `normals_input` parameter of the `draw` method. +layout(input_attachment_index = 1, set = 0, binding = 1) uniform subpassInput u_normals; + +layout(push_constant) uniform PushConstants { + // The `color` parameter of the `draw` method. + vec4 color; + // The `direction` parameter of the `draw` method. + vec4 direction; +} push_constants; + +layout(location = 0) out vec4 f_color; + +void main() { + vec3 in_normal = normalize(subpassLoad(u_normals).rgb); + // If the normal is perpendicular to the direction of the lighting, then `light_percent` will + // be 0. If the normal is parallel to the direction of the lightin, then `light_percent` will + // be 1. Any other angle will yield an intermediate value. + float light_percent = -dot(push_constants.direction.xyz, in_normal); + // `light_percent` must not go below 0.0. There's no such thing as negative lighting. + light_percent = max(light_percent, 0.0); + + vec3 in_diffuse = subpassLoad(u_diffuse).rgb; + f_color.rgb = light_percent * push_constants.color.rgb * in_diffuse; + f_color.a = 1.0; +} +"] + struct Dummy; +} diff --git a/examples/src/bin/deferred/frame/mod.rs b/examples/src/bin/deferred/frame/mod.rs new file mode 100644 index 00000000..6bccb4ca --- /dev/null +++ b/examples/src/bin/deferred/frame/mod.rs @@ -0,0 +1,24 @@ +// Copyright (c) 2017 The vulkano developers +// Licensed under the Apache License, Version 2.0 +// or the MIT +// license , +// at your option. All files in the project carrying such +// notice may not be copied, modified, or distributed except +// according to those terms. + +// This module exposes what is needed in order to draw with a deferred rendering system. +// +// The main code is in the `system` module, while the other modules implement the different kinds +// of lighting sources. + +pub use self::system::DrawPass; +pub use self::system::FrameSystem; +pub use self::system::Frame; +pub use self::system::LightingPass; +pub use self::system::Pass; + +mod ambient_lighting_system; +mod directional_lighting_system; +mod point_lighting_system; +mod system; diff --git a/examples/src/bin/deferred/frame/point_lighting_system.rs b/examples/src/bin/deferred/frame/point_lighting_system.rs new file mode 100644 index 00000000..55b6773b --- /dev/null +++ b/examples/src/bin/deferred/frame/point_lighting_system.rs @@ -0,0 +1,242 @@ +// Copyright (c) 2017 The vulkano developers +// Licensed under the Apache License, Version 2.0 +// or the MIT +// license , +// at your option. All files in the project carrying such +// notice may not be copied, modified, or distributed except +// according to those terms. + +use vulkano::buffer::BufferUsage; +use vulkano::buffer::CpuAccessibleBuffer; +use vulkano::command_buffer::AutoCommandBuffer; +use vulkano::command_buffer::AutoCommandBufferBuilder; +use vulkano::command_buffer::DynamicState; +use vulkano::descriptor::descriptor_set::PersistentDescriptorSet; +use vulkano::device::Queue; +use vulkano::framebuffer::RenderPassAbstract; +use vulkano::framebuffer::Subpass; +use vulkano::image::ImageViewAccess; +use vulkano::pipeline::blend::AttachmentBlend; +use vulkano::pipeline::blend::BlendFactor; +use vulkano::pipeline::blend::BlendOp; +use vulkano::pipeline::GraphicsPipeline; +use vulkano::pipeline::GraphicsPipelineAbstract; +use vulkano::pipeline::viewport::Viewport; +use cgmath::Matrix4; +use cgmath::Vector3; + +use std::sync::Arc; + +pub struct PointLightingSystem { + gfx_queue: Arc, + vertex_buffer: Arc>, + pipeline: Arc, +} + +impl PointLightingSystem { + /// Initializes the point lighting system. + pub fn new(gfx_queue: Arc, subpass: Subpass) -> PointLightingSystem + where R: RenderPassAbstract + Send + Sync + 'static + { + // TODO: vulkano doesn't allow us to draw without a vertex buffer, otherwise we could + // hard-code these values in the shader + let vertex_buffer = { + CpuAccessibleBuffer::from_iter(gfx_queue.device().clone(), BufferUsage::all(), [ + Vertex { position: [-1.0, -1.0] }, + Vertex { position: [-1.0, 3.0] }, + Vertex { position: [3.0, -1.0] } + ].iter().cloned()).expect("failed to create buffer") + }; + + let pipeline = { + let vs = vs::Shader::load(gfx_queue.device().clone()) + .expect("failed to create shader module"); + let fs = fs::Shader::load(gfx_queue.device().clone()) + .expect("failed to create shader module"); + + 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(), ()) + .blend_collective(AttachmentBlend { + enabled: true, + color_op: BlendOp::Add, + color_source: BlendFactor::One, + color_destination: BlendFactor::One, + alpha_op: BlendOp::Max, + alpha_source: BlendFactor::One, + alpha_destination: BlendFactor::One, + mask_red: true, + mask_green: true, + mask_blue: true, + mask_alpha: true, + }) + .render_pass(subpass) + .build(gfx_queue.device().clone()) + .unwrap()) as Arc<_> + }; + + PointLightingSystem { + gfx_queue: gfx_queue, + vertex_buffer: vertex_buffer, + pipeline: pipeline, + } + } + + /// Builds a secondary command buffer that applies a point lighting. + /// + /// This secondary command buffer will read `depth_input` and rebuild the world position of the + /// pixel currently being processed (modulo rounding errors). It will then compare this + /// position with `position`, and process the lighting based on the distance and orientation + /// (similar to the directional lighting system). + /// + /// It then writes the output to the current framebuffer with additive blending (in other words + /// the value will be added to the existing value in the framebuffer, and not replace the + /// existing value). + /// + /// Note that in a real-world application, you probably want to pass additional parameters + /// such as some way to indicate the distance at which the lighting decrease. In this example + /// this value is hardcoded in the shader. + /// + /// - `viewport_dimensions` contains the dimensions of the current framebuffer. + /// - `color_input` is an image containing the albedo of each object of the scene. It is the + /// result of the deferred pass. + /// - `normals_input` is an image containing the normals of each object of the scene. It is the + /// result of the deferred pass. + /// - `depth_input` is an image containing the depth value of each pixel of the scene. It is + /// the result of the deferred pass. + /// - `screen_to_world` is a matrix that turns coordinates from framebuffer space into world + /// space. This matrix is used alongside with `depth_input` to determine the world + /// coorindates of each pixel being processed. + /// - `position` is the position of the spot light in world coordinates. + /// - `color` is the color of the light. + /// + pub fn draw(&self, viewport_dimensions: [u32; 2], color_input: C, normals_input: N, + depth_input: D, screen_to_world: Matrix4, position: Vector3, + color: [f32; 3]) -> AutoCommandBuffer + where C: ImageViewAccess + Send + Sync + 'static, + N: ImageViewAccess + Send + Sync + 'static, + D: ImageViewAccess + Send + Sync + 'static, + { + let push_constants = fs::ty::PushConstants { + screen_to_world: screen_to_world.into(), + color: [color[0], color[1], color[2], 1.0], + position: position.extend(0.0).into(), + }; + + let descriptor_set = PersistentDescriptorSet::start(self.pipeline.clone(), 0) + .add_image(color_input) + .unwrap() + .add_image(normals_input) + .unwrap() + .add_image(depth_input) + .unwrap() + .build() + .unwrap(); + + let dynamic_state = DynamicState { + viewports: Some(vec![Viewport { + origin: [0.0, 0.0], + dimensions: [viewport_dimensions[0] as f32, + viewport_dimensions[1] as f32], + depth_range: 0.0 .. 1.0, + }]), + .. DynamicState::none() + }; + + AutoCommandBufferBuilder::secondary_graphics(self.gfx_queue.device().clone(), + self.gfx_queue.family(), + self.pipeline.clone().subpass()) + .unwrap() + .draw(self.pipeline.clone(), + &dynamic_state, + vec![self.vertex_buffer.clone()], + descriptor_set, + push_constants) + .unwrap() + .build() + .unwrap() + } +} + +#[derive(Debug, Clone)] +struct Vertex { + position: [f32; 2] +} +impl_vertex!(Vertex, position); + +mod vs { + #[derive(VulkanoShader)] + #[allow(dead_code)] + #[ty = "vertex"] + #[src = " +#version 450 + +layout(location = 0) in vec2 position; +layout(location = 0) out vec2 v_screen_coords; + +void main() { + v_screen_coords = position; + gl_Position = vec4(position, 0.0, 1.0); +} +"] + struct Dummy; +} + +mod fs { + #[derive(VulkanoShader)] + #[allow(dead_code)] + #[ty = "fragment"] + #[src = " +#version 450 + +// The `color_input` parameter of the `draw` method. +layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput u_diffuse; +// The `normals_input` parameter of the `draw` method. +layout(input_attachment_index = 1, set = 0, binding = 1) uniform subpassInput u_normals; +// The `depth_input` parameter of the `draw` method. +layout(input_attachment_index = 2, set = 0, binding = 2) uniform subpassInput u_depth; + +layout(push_constant) uniform PushConstants { + // The `screen_to_world` parameter of the `draw` method. + mat4 screen_to_world; + // The `color` parameter of the `draw` method. + vec4 color; + // The `position` parameter of the `draw` method. + vec4 position; +} push_constants; + +layout(location = 0) in vec2 v_screen_coords; +layout(location = 0) out vec4 f_color; + +void main() { + float in_depth = subpassLoad(u_depth).x; + // Any depth superior or equal to 1.0 means that the pixel has been untouched by the deferred + // pass. We don't want to deal with them. + if (in_depth >= 1.0) { + discard; + } + // Find the world coordinates of the current pixel. + vec4 world = push_constants.screen_to_world * vec4(v_screen_coords, in_depth, 1.0); + world /= world.w; + + vec3 in_normal = normalize(subpassLoad(u_normals).rgb); + vec3 light_direction = normalize(push_constants.position.xyz - world.xyz); + // Calculate the percent of lighting that is received based on the orientation of the normal + // and the direction of the light. + float light_percent = max(-dot(light_direction, in_normal), 0.0); + + float light_distance = length(push_constants.position.xyz - world.xyz); + // Further decrease light_percent based on the distance with the light position. + light_percent *= 1.0 / exp(light_distance); + + vec3 in_diffuse = subpassLoad(u_diffuse).rgb; + f_color.rgb = push_constants.color.rgb * light_percent * in_diffuse; + f_color.a = 1.0; +} +"] + struct Dummy; +} diff --git a/examples/src/bin/deferred/frame/system.rs b/examples/src/bin/deferred/frame/system.rs new file mode 100644 index 00000000..e84cf5c8 --- /dev/null +++ b/examples/src/bin/deferred/frame/system.rs @@ -0,0 +1,506 @@ +// Copyright (c) 2017 The vulkano developers +// Licensed under the Apache License, Version 2.0 +// or the MIT +// license , +// at your option. All files in the project carrying such +// notice may not be copied, modified, or distributed except +// according to those terms. + +use std::sync::Arc; +use cgmath::Matrix4; +use cgmath::SquareMatrix; +use cgmath::Vector3; +use vulkano::command_buffer::AutoCommandBufferBuilder; +use vulkano::command_buffer::CommandBuffer; +use vulkano::device::Queue; +use vulkano::format::Format; +use vulkano::framebuffer::Framebuffer; +use vulkano::framebuffer::FramebufferAbstract; +use vulkano::framebuffer::RenderPassAbstract; +use vulkano::framebuffer::Subpass; +use vulkano::image::AttachmentImage; +use vulkano::image::ImageAccess; +use vulkano::image::ImageUsage; +use vulkano::image::ImageViewAccess; +use vulkano::sync::GpuFuture; + +use frame::ambient_lighting_system::AmbientLightingSystem; +use frame::directional_lighting_system::DirectionalLightingSystem; +use frame::point_lighting_system::PointLightingSystem; + +/// System that contains the necessary facilities for rendering a single frame. +pub struct FrameSystem { + // Queue to use to render everything. + gfx_queue: Arc, + + // Render pass used for the drawing. See the `new` method for the actual render pass content. + // We need to keep it in `FrameSystem` because we may want to recreate the intermediate buffers + // in of a change in the dimensions. + render_pass: Arc, + + // Intermediate render target that will contain the albedo of each pixel of the scene. + diffuse_buffer: Arc, + // Intermediate render target that will contain the normal vector in world coordinates of each + // pixel of the scene. + // The normal vector is the vector perpendicular to the surface of the object at this point. + normals_buffer: Arc, + // Intermediate render target that will contain the depth of each pixel of the scene. + // This is a traditionnal depth buffer. `0.0` means "near", and `1.0` means "far". + depth_buffer: Arc, + + // Will allow us to add an ambient lighting to a scene during the second subpass. + ambient_lighting_system: AmbientLightingSystem, + // Will allow us to add a directional light to a scene during the second subpass. + directional_lighting_system: DirectionalLightingSystem, + // Will allow us to add a spot light source to a scene during the second subpass. + point_lighting_system: PointLightingSystem, +} + +impl FrameSystem { + /// Initializes the frame system. + /// + /// Should be called at initialization, as it can take some time to build. + /// + /// - `gfx_queue` is the queue that will be used to perform the main rendering. + /// - `final_output_format` is the format of the image that will later be passed to the + /// `frame()` method. We need to know that in advance. If that format ever changes, we have + /// to create a new `FrameSystem`. + /// + pub fn new(gfx_queue: Arc, final_output_format: Format) -> FrameSystem { + // Creating the render pass. + // + // The render pass has two subpasses. In the first subpass, we draw all the objects of the + // scene. Note that it is not the `FrameSystem` that is responsible for the drawing, + // instead it only provides an API that allows the user to do so. + // + // The drawing of the objects will write to the `diffuse`, `normals` and `depth` + // attachments. + // + // Then in the second subpass, we read these three attachments as input attachments and + // draw to `final_color`. Each draw operation performed in this second subpass has its + // value added to `final_color` and not replaced, thanks to blending. + // + // > **Warning**: If the red, green or blue component of the final image goes over `1.0` + // > then it will be clamped. For example a pixel of `[2.0, 1.0, 1.0]` (which is red) will + // > be clamped to `[1.0, 1.0, 1.0]` (which is white) instead of being converted to + // > `[1.0, 0.5, 0.5]` as desired. In a real-life application you want to use an additional + // > intermediate image with a floating-point format, then perform additional passes to + // > convert all the colors in the correct range. These techniques are known as HDR and + // > tone mapping. + // + // Input attachments are a special kind of way to read images. You can only read from them + // from a fragment shader, and you can only read the pixel corresponding to the pixel + // currently being processed by the fragment shader. If you want to read from attachments + // but can't deal with these restrictions, then you should create multiple render passes + // instead. + let render_pass = Arc::new( + ordered_passes_renderpass!(gfx_queue.device().clone(), + attachments: { + // The image that will contain the final rendering (in this example the swapchain + // image, but it could be another image). + final_color: { + load: Clear, + store: Store, + format: final_output_format, + samples: 1, + }, + // Will be bound to `self.diffuse_buffer`. + diffuse: { + load: Clear, + store: DontCare, + format: Format::A2B10G10R10UnormPack32, + samples: 1, + }, + // Will be bound to `self.normals_buffer`. + normals: { + load: Clear, + store: DontCare, + format: Format::R16G16B16A16Sfloat, + samples: 1, + }, + // Will be bound to `self.depth_buffer`. + depth: { + load: Clear, + store: DontCare, + format: Format::D16Unorm, + samples: 1, + } + }, + passes: [ + // Write to the diffuse, normals and depth attachments. + { + color: [diffuse, normals], + depth_stencil: {depth}, + input: [] + }, + // Apply lighting by reading these three attachments and writing to `final_color`. + { + color: [final_color], + depth_stencil: {}, + input: [diffuse, normals, depth] + } + ] + ).unwrap(), + ); + + // For now we create three temporary images with a dimension of 1 by 1 pixel. + // These images will be replaced the first time we call `frame()`. + // TODO: use shortcut provided in vulkano 0.6 + let atch_usage = ImageUsage { + transient_attachment: true, + input_attachment: true, + ..ImageUsage::none() + }; + let diffuse_buffer = AttachmentImage::with_usage(gfx_queue.device().clone(), + [1, 1], + Format::A2B10G10R10UnormPack32, + atch_usage) + .unwrap(); + let normals_buffer = AttachmentImage::with_usage(gfx_queue.device().clone(), + [1, 1], + Format::R16G16B16A16Sfloat, + atch_usage) + .unwrap(); + let depth_buffer = AttachmentImage::with_usage(gfx_queue.device().clone(), + [1, 1], + Format::D16Unorm, + atch_usage) + .unwrap(); + + // Initialize the three lighting systems. + // Note that we need to pass to them the subpass where they will be executed. + let lighting_subpass = Subpass::from(render_pass.clone(), 1).unwrap(); + let ambient_lighting_system = + AmbientLightingSystem::new(gfx_queue.clone(), lighting_subpass.clone()); + let directional_lighting_system = + DirectionalLightingSystem::new(gfx_queue.clone(), lighting_subpass.clone()); + let point_lighting_system = + PointLightingSystem::new(gfx_queue.clone(), lighting_subpass); + + FrameSystem { + gfx_queue, + render_pass: render_pass as Arc<_>, + diffuse_buffer, + normals_buffer, + depth_buffer, + ambient_lighting_system, + directional_lighting_system, + point_lighting_system, + } + } + + /// Returns the subpass of the render pass where the rendering should write info to gbuffers. + /// + /// Has two outputs: the diffuse color (3 components) and the normals in world coordinates + /// (3 components). Also has a depth attachment. + /// + /// This method is necessary in order to initialize the pipelines that will draw the objects + /// of the scene. + #[inline] + pub fn deferred_subpass(&self) -> Subpass> { + Subpass::from(self.render_pass.clone(), 0).unwrap() + } + + /// Starts drawing a new frame. + /// + /// - `before_future` is the future after which the main rendering should be executed. + /// - `final_image` is the image we are going to draw to. + /// - `world_to_framebuffer` is the matrix that will be used to convert from 3D coordinates in + /// the world into 2D coordinates on the framebuffer. + /// + pub fn frame(&mut self, before_future: F, final_image: I, + world_to_framebuffer: Matrix4) -> Frame + where F: GpuFuture + 'static, + I: ImageAccess + ImageViewAccess + Clone + Send + Sync + 'static + { + // First of all we recreate `self.diffuse_buffer`, `self.normals_buffer` and + // `self.depth_buffer` if their dimensions doesn't match the dimensions of the final image. + let img_dims = ImageAccess::dimensions(&final_image).width_height(); + if ImageAccess::dimensions(&self.diffuse_buffer).width_height() != img_dims { + // TODO: use shortcut provided in vulkano 0.6 + let atch_usage = ImageUsage { + transient_attachment: true, + input_attachment: true, + ..ImageUsage::none() + }; + + // Note that we create "transient" images here. This means that the content of the + // image is only defined when within a render pass. In other words you can draw to + // them in a subpass then read them in another subpass, but as soon as you leave the + // render pass their content becomes undefined. + self.diffuse_buffer = AttachmentImage::with_usage(self.gfx_queue.device().clone(), + img_dims, + Format::A2B10G10R10UnormPack32, + atch_usage) + .unwrap(); + self.normals_buffer = AttachmentImage::with_usage(self.gfx_queue.device().clone(), + img_dims, + Format::R16G16B16A16Sfloat, + atch_usage) + .unwrap(); + self.depth_buffer = AttachmentImage::with_usage(self.gfx_queue.device().clone(), + img_dims, + Format::D16Unorm, + atch_usage) + .unwrap(); + } + + // Build the framebuffer. The image must be attached in the same order as they were defined + // with the `ordered_passes_renderpass!` macro. + let framebuffer = Arc::new(Framebuffer::start(self.render_pass.clone()) + .add(final_image.clone()) + .unwrap() + .add(self.diffuse_buffer.clone()) + .unwrap() + .add(self.normals_buffer.clone()) + .unwrap() + .add(self.depth_buffer.clone()) + .unwrap() + .build() + .unwrap()); + + // Start the command buffer builder that will be filled throughout the frame handling. + let command_buffer = + Some(AutoCommandBufferBuilder::primary_one_time_submit(self.gfx_queue + .device() + .clone(), + self.gfx_queue.family()) + .unwrap() + .begin_render_pass(framebuffer.clone(), + true, + vec![[0.0, 0.0, 0.0, 0.0].into(), + [0.0, 0.0, 0.0, 0.0].into(), + [0.0, 0.0, 0.0, 0.0].into(), + 1.0f32.into()]) + .unwrap()); + + Frame { + system: self, + before_main_cb_future: Some(Box::new(before_future)), + framebuffer, + num_pass: 0, + command_buffer, + world_to_framebuffer, + } + } +} + +/// Represents the active process of rendering a frame. +/// +/// This struct mutably borrows the `FrameSystem`. +pub struct Frame<'a> { + // The `FrameSystem`. + system: &'a mut FrameSystem, + + // The active pass we are in. This keeps track of the step we are in. + // - If `num_pass` is 0, then we haven't start anything yet. + // - If `num_pass` is 1, then we have finished drawing all the objects of the scene. + // - If `num_pass` is 2, then we have finished applying lighting. + // - Otherwise the frame is finished. + // In a more complex application you can have dozens of passes, in which case you probably + // don't want to document them all here. + num_pass: u8, + + // Future to wait upon before the main rendering. + before_main_cb_future: Option>, + // Framebuffer that was used when starting the render pass. + framebuffer: Arc, + // The command buffer builder that will be built during the lifetime of this object. + command_buffer: Option, + // Matrix that was passed to `frame()`. + world_to_framebuffer: Matrix4, +} + +impl<'a> Frame<'a> { + /// Returns an enumeration containing the next pass of the rendering. + pub fn next_pass<'f>(&'f mut self) -> Option> { + // This function reads `num_pass` increments its value, and returns a struct corresponding + // to that pass that the user will be able to manipulate in order to customize the pass. + match { let current_pass = self.num_pass; self.num_pass += 1; current_pass } { + 0 => { + // If we are in the pass 0 then we haven't start anything yet. + // We already called `begin_render_pass` (in the `frame()` method), and that's the + // state we are in. + // We return an object that will allow the user to draw objects on the scene. + Some(Pass::Deferred(DrawPass { + frame: self, + })) + }, + + 1 => { + // If we are in pass 1 then we have finished drawing the objects on the scene. + // Going to the next subpass. + self.command_buffer = Some( + self.command_buffer + .take() + .unwrap() + .next_subpass(true) + .unwrap() + ); + + // And returning an object that will allow the user to apply lighting to the scene. + Some(Pass::Lighting(LightingPass { + frame: self, + })) + }, + + 2 => { + // If we are in pass 2 then we have finished applying lighting. + // We take the builder, call `end_render_pass()`, and then `build()` it to obtain + // an actual command buffer. + let command_buffer = + self.command_buffer + .take() + .unwrap() + .end_render_pass() + .unwrap() + .build() + .unwrap(); + + // Extract `before_main_cb_future` and append the command buffer execution to it. + let after_main_cb = self.before_main_cb_future.take().unwrap() + .then_execute(self.system.gfx_queue.clone(), command_buffer) + .unwrap(); + // We obtain `after_main_cb`, which we give to the user. + Some(Pass::Finished(Box::new(after_main_cb))) + }, + + // If the pass is over 2 then the frame is in the finished state and can't do anything + // more. + _ => None, + } + } +} + +/// Struct provided to the user that allows them to customize or handle the pass. +pub enum Pass<'f, 's: 'f> { + /// We are in the pass where we draw objects on the scene. The `DrawPass` allows the user to + /// draw the objects. + Deferred(DrawPass<'f, 's>), + + /// We are in the pass where we add lighting to the scene. The `LightingPass` allows the user + /// to add light sources. + Lighting(LightingPass<'f, 's>), + + /// The frame has been fully prepared, and here is the future that will perform the drawing + /// on the image. + Finished(Box), +} + +/// Allows the user to draw objects on the scene. +pub struct DrawPass<'f, 's: 'f> { + frame: &'f mut Frame<'s>, +} + +impl<'f, 's: 'f> DrawPass<'f, 's> { + /// Appends a command that executes a secondary command buffer that performs drawing. + #[inline] + pub fn execute(&mut self, command_buffer: C) + where C: CommandBuffer + Send + Sync + 'static + { + // Note that vulkano doesn't perform any safety check for now when executing secondary + // command buffers, hence why it is unsafe. This operation will be safe in the future + // however. + // TODO: ^ + unsafe { + self.frame.command_buffer = Some(self.frame + .command_buffer + .take() + .unwrap() + .execute_commands(command_buffer) + .unwrap()); + } + } + + /// Returns the dimensions in pixels of the viewport. + #[inline] + pub fn viewport_dimensions(&self) -> [u32; 2] { + let dims = self.frame.framebuffer.dimensions(); + [dims[0], dims[1]] + } + + /// Returns the 4x4 matrix that turns world coordinates into 2D coordinates on the framebuffer. + #[inline] + pub fn world_to_framebuffer_matrix(&self) -> Matrix4 { + self.frame.world_to_framebuffer + } +} + +/// Allows the user to apply lighting on the scene. +pub struct LightingPass<'f, 's: 'f> { + frame: &'f mut Frame<'s>, +} + +impl<'f, 's: 'f> LightingPass<'f, 's> { + /// Applies an ambient lighting to the scene. + /// + /// All the objects will be colored with an intensity of `color`. + pub fn ambient_light(&mut self, color: [f32; 3]) { + // Note that vulkano doesn't perform any safety check for now when executing secondary + // command buffers, hence why it is unsafe. This operation will be safe in the future + // however. + // TODO: ^ + unsafe { + let dims = self.frame.framebuffer.dimensions(); + let command_buffer = self.frame.system.ambient_lighting_system.draw([dims[0], dims[1]], self.frame.system.diffuse_buffer.clone(), color); + self.frame.command_buffer = Some(self.frame + .command_buffer + .take() + .unwrap() + .execute_commands(command_buffer) + .unwrap()); + } + } + + /// Applies an directional lighting to the scene. + /// + /// All the objects will be colored with an intensity varying between `[0, 0, 0]` and `color`, + /// depending on the dot product of their normal and `direction`. + pub fn directional_light(&mut self, direction: Vector3, color: [f32; 3]) { + // Note that vulkano doesn't perform any safety check for now when executing secondary + // command buffers, hence why it is unsafe. This operation will be safe in the future + // however. + // TODO: ^ + unsafe { + let dims = self.frame.framebuffer.dimensions(); + let command_buffer = self.frame.system.directional_lighting_system.draw([dims[0], dims[1]], self.frame.system.diffuse_buffer.clone(), self.frame.system.normals_buffer.clone(), direction, color); + self.frame.command_buffer = Some(self.frame + .command_buffer + .take() + .unwrap() + .execute_commands(command_buffer) + .unwrap()); + } + } + + /// Applies a spot lighting to the scene. + /// + /// All the objects will be colored with an intensity varying between `[0, 0, 0]` and `color`, + /// depending on their distance with `position`. Objects that aren't facing `position` won't + /// receive any light. + pub fn point_light(&mut self, position: Vector3, color: [f32; 3]) { + // Note that vulkano doesn't perform any safety check for now when executing secondary + // command buffers, hence why it is unsafe. This operation will be safe in the future + // however. + // TODO: ^ + unsafe { + let dims = self.frame.framebuffer.dimensions(); + let command_buffer = { + self.frame.system.point_lighting_system.draw([dims[0], dims[1]], + self.frame.system.diffuse_buffer.clone(), + self.frame.system.normals_buffer.clone(), + self.frame.system.depth_buffer.clone(), + self.frame.world_to_framebuffer.invert().unwrap(), + position, color) + }; + + self.frame.command_buffer = Some(self.frame + .command_buffer + .take() + .unwrap() + .execute_commands(command_buffer) + .unwrap()); + } + } +} diff --git a/examples/src/bin/deferred/main.rs b/examples/src/bin/deferred/main.rs new file mode 100644 index 00000000..b3877c96 --- /dev/null +++ b/examples/src/bin/deferred/main.rs @@ -0,0 +1,183 @@ +// Copyright (c) 2017 The vulkano developers +// Licensed under the Apache License, Version 2.0 +// or the MIT +// license , +// at your option. All files in the project carrying such +// notice may not be copied, modified, or distributed except +// according to those terms. + + +// Welcome to the deferred lighting example! +// +// The idea behind deferred lighting is to render the scene in two steps. +// +// First you draw all the objects of the scene. But instead of calculating the color they will +// have on the screen, you output their characteristics such as their diffuse color and their +// normals, and write this to images. +// +// After all the objects are drawn, you should obtain several images that contain the +// characteristics of each pixel. +// +// Then you apply lighting to the scene. In other words you draw to the final image by taking +// these intermediate images and the various lights of the scene as input. +// +// This technique allows you to apply tons of light sources to a scene, which would be too +// expensive otherwise. It has some drawbacks, which are the fact that transparent objects must be +// drawn after the lighting, and that the whole process consumes more memory. + +extern crate cgmath; +#[macro_use] +extern crate vulkano; +#[macro_use] +extern crate vulkano_shader_derive; +extern crate winit; +extern crate vulkano_win; + +use vulkano_win::VkSurfaceBuild; + +use vulkano::device::Device; +use vulkano::instance::Instance; +use vulkano::swapchain; +use vulkano::swapchain::PresentMode; +use vulkano::swapchain::SurfaceTransform; +use vulkano::swapchain::Swapchain; +use vulkano::swapchain::AcquireError; +use vulkano::swapchain::SwapchainCreationError; +use vulkano::sync::now; +use vulkano::sync::GpuFuture; + +use cgmath::Matrix4; +use cgmath::SquareMatrix; +use cgmath::Vector3; + +use std::mem; + +mod frame; +mod triangle_draw_system; + +fn main() { + // Basic initialization. See the triangle example if you want more details about this. + let instance = { + let extensions = vulkano_win::required_extensions(); + Instance::new(None, &extensions, None).expect("failed to create Vulkan instance") + }; + let physical = vulkano::instance::PhysicalDevice::enumerate(&instance) + .next().expect("no device available"); + + let mut events_loop = winit::EventsLoop::new(); + let window = winit::WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap(); + + let dimensions = { + let window = window.window(); + let factor = window.get_hidpi_factor(); + let (width, height) = window.get_inner_size().unwrap().to_physical(factor).into(); + [width, height] + }; + + let queue_family = physical.queue_families().find(|&q| { + q.supports_graphics() && window.is_supported(q).unwrap_or(false) + }).expect("couldn't find a graphical queue family"); + + let (device, mut queues) = { + let device_ext = vulkano::device::DeviceExtensions { + khr_swapchain: true, + .. vulkano::device::DeviceExtensions::none() + }; + + Device::new(physical, physical.supported_features(), &device_ext, + [(queue_family, 0.5)].iter().cloned()).expect("failed to create device") + }; + + let queue = queues.next().unwrap(); + + let (mut swapchain, mut images) = { + let caps = window.capabilities(physical) + .expect("failed to get surface capabilities"); + let alpha = caps.supported_composite_alpha.iter().next().unwrap(); + let format = caps.supported_formats[0].0; + Swapchain::new(device.clone(), window.clone(), caps.min_image_count, format, + dimensions, 1, caps.supported_usage_flags, &queue, + SurfaceTransform::Identity, alpha, PresentMode::Fifo, true, + None).expect("failed to create swapchain") + }; + + + // Here is the basic initialization for the deferred system. + let mut frame_system = frame::FrameSystem::new(queue.clone(), swapchain.format()); + let triangle_draw_system = triangle_draw_system::TriangleDrawSystem::new(queue.clone(), + frame_system.deferred_subpass()); + + let mut recreate_swapchain = false; + let mut previous_frame_end = Box::new(now(device.clone())) as Box; + + loop { + previous_frame_end.cleanup_finished(); + + if recreate_swapchain { + let dimensions = { + let (new_width, new_height) = window.window().get_inner_size().unwrap().into(); + [new_width, new_height] + }; + + let (new_swapchain, new_images) = match swapchain.recreate_with_dimension(dimensions) { + Ok(r) => r, + Err(SwapchainCreationError::UnsupportedDimensions) => { + continue; + }, + Err(err) => panic!("{:?}", err) + }; + + mem::replace(&mut swapchain, new_swapchain); + mem::replace(&mut images, new_images); + recreate_swapchain = false; + } + + let (image_num, acquire_future) = match swapchain::acquire_next_image(swapchain.clone(), + None) { + Ok(r) => r, + Err(AcquireError::OutOfDate) => { + recreate_swapchain = true; + continue; + }, + Err(err) => panic!("{:?}", err) + }; + + let future = previous_frame_end.join(acquire_future); + let mut frame = frame_system.frame(future, images[image_num].clone(), Matrix4::identity()); + let mut after_future = None; + while let Some(pass) = frame.next_pass() { + match pass { + frame::Pass::Deferred(mut draw_pass) => { + let cb = triangle_draw_system.draw(draw_pass.viewport_dimensions()); + draw_pass.execute(cb); + }, + frame::Pass::Lighting(mut lighting) => { + lighting.ambient_light([0.1, 0.1, 0.1]); + lighting.directional_light(Vector3::new(0.2, -0.1, -0.7), [0.6, 0.6, 0.6]); + lighting.point_light(Vector3::new(0.5, -0.5, -0.1), [1.0, 0.0, 0.0]); + lighting.point_light(Vector3::new(-0.9, 0.2, -0.15), [0.0, 1.0, 0.0]); + lighting.point_light(Vector3::new(0.0, 0.5, -0.05), [0.0, 0.0, 1.0]); + }, + frame::Pass::Finished(af) => { + after_future = Some(af); + }, + } + } + + let after_frame = after_future.unwrap() + .then_swapchain_present(queue.clone(), swapchain.clone(), image_num) + .then_signal_fence_and_flush().unwrap(); + previous_frame_end = Box::new(after_frame) as Box<_>; + + let mut done = false; + events_loop.poll_events(|ev| { + match ev { + winit::Event::WindowEvent { event: winit::WindowEvent::CloseRequested, .. } => done = true, + winit::Event::WindowEvent { event: winit::WindowEvent::Resized (_), .. } => recreate_swapchain = true, + _ => () + } + }); + if done { return; } + } +} diff --git a/examples/src/bin/deferred/triangle_draw_system.rs b/examples/src/bin/deferred/triangle_draw_system.rs new file mode 100644 index 00000000..e066e938 --- /dev/null +++ b/examples/src/bin/deferred/triangle_draw_system.rs @@ -0,0 +1,129 @@ +// Copyright (c) 2017 The vulkano developers +// Licensed under the Apache License, Version 2.0 +// or the MIT +// license , +// at your option. All files in the project carrying such +// notice may not be copied, modified, or distributed except +// according to those terms. + +use vulkano::buffer::BufferUsage; +use vulkano::buffer::CpuAccessibleBuffer; +use vulkano::command_buffer::AutoCommandBuffer; +use vulkano::command_buffer::AutoCommandBufferBuilder; +use vulkano::command_buffer::DynamicState; +use vulkano::device::Queue; +use vulkano::framebuffer::RenderPassAbstract; +use vulkano::framebuffer::Subpass; +use vulkano::pipeline::GraphicsPipeline; +use vulkano::pipeline::GraphicsPipelineAbstract; +use vulkano::pipeline::viewport::Viewport; + +use std::sync::Arc; + +pub struct TriangleDrawSystem { + gfx_queue: Arc, + vertex_buffer: Arc>, + pipeline: Arc, +} + +impl TriangleDrawSystem { + /// Initializes a triangle drawing system. + pub fn new(gfx_queue: Arc, subpass: Subpass) -> TriangleDrawSystem + where R: RenderPassAbstract + Send + Sync + 'static + { + let vertex_buffer = { + CpuAccessibleBuffer::from_iter(gfx_queue.device().clone(), BufferUsage::all(), [ + Vertex { position: [-0.5, -0.25] }, + Vertex { position: [0.0, 0.5] }, + Vertex { position: [0.25, -0.1] } + ].iter().cloned()).expect("failed to create buffer") + }; + + let pipeline = { + let vs = vs::Shader::load(gfx_queue.device().clone()) + .expect("failed to create shader module"); + let fs = fs::Shader::load(gfx_queue.device().clone()) + .expect("failed to create shader module"); + + 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(), ()) + .depth_stencil_simple_depth() + .render_pass(subpass) + .build(gfx_queue.device().clone()) + .unwrap()) as Arc<_> + }; + + TriangleDrawSystem { + gfx_queue: gfx_queue, + vertex_buffer: vertex_buffer, + pipeline: pipeline, + } + } + + /// Builds a secondary command buffer that draws the triangle on the current subpass. + pub fn draw(&self, viewport_dimensions: [u32; 2]) -> AutoCommandBuffer { + AutoCommandBufferBuilder::secondary_graphics(self.gfx_queue.device().clone(), + self.gfx_queue.family(), + self.pipeline.clone().subpass()) + .unwrap() + .draw(self.pipeline.clone(), + &DynamicState { + viewports: Some(vec![Viewport { + origin: [0.0, 0.0], + dimensions: [viewport_dimensions[0] as f32, + viewport_dimensions[1] as f32], + depth_range: 0.0 .. 1.0, + }]), + .. DynamicState::none() + }, + vec![self.vertex_buffer.clone()], (), ()) + .unwrap() + .build() + .unwrap() + } +} + +#[derive(Debug, Clone)] +struct Vertex { + position: [f32; 2] +} +impl_vertex!(Vertex, position); + +mod vs { + #[derive(VulkanoShader)] + #[allow(dead_code)] + #[ty = "vertex"] + #[src = " +#version 450 + +layout(location = 0) in vec2 position; + +void main() { + gl_Position = vec4(position, 0.0, 1.0); +} +"] + struct Dummy; +} + +mod fs { + #[derive(VulkanoShader)] + #[allow(dead_code)] + #[ty = "fragment"] + #[src = " +#version 450 + +layout(location = 0) out vec4 f_color; +layout(location = 1) out vec3 f_normal; + +void main() { + f_color = vec4(1.0, 1.0, 1.0, 1.0); + f_normal = vec3(0.0, 0.0, 1.0); +} +"] + struct Dummy; +} diff --git a/examples/src/bin/image_img.png b/examples/src/bin/image/image_img.png similarity index 100% rename from examples/src/bin/image_img.png rename to examples/src/bin/image/image_img.png diff --git a/examples/src/bin/image.rs b/examples/src/bin/image/main.rs similarity index 98% rename from examples/src/bin/image.rs rename to examples/src/bin/image/main.rs index b27c7246..98f95591 100644 --- a/examples/src/bin/image.rs +++ b/examples/src/bin/image/main.rs @@ -7,9 +7,6 @@ // notice may not be copied, modified, or distributed except // according to those terms. -// For the purpose of this example all unused code is allowed. -#![allow(dead_code)] - extern crate cgmath; extern crate image; extern crate winit; @@ -41,7 +38,7 @@ fn main() { let mut dimensions; - let queue = physical.queue_families().find(|&q| q.supports_graphics() && + let queue_family = physical.queue_families().find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false)) .expect("couldn't find a graphical queue family"); @@ -50,7 +47,7 @@ fn main() { .. vulkano::device::DeviceExtensions::none() }; let (device, mut queues) = vulkano::device::Device::new(physical, physical.supported_features(), - &device_ext, [(queue, 0.5)].iter().cloned()) + &device_ext, [(queue_family, 0.5)].iter().cloned()) .expect("failed to create device"); let queue = queues.next().unwrap(); @@ -259,6 +256,7 @@ void main() { tex_coords = position + vec2(0.5); } "] + #[allow(dead_code)] struct Dummy; } @@ -277,5 +275,6 @@ void main() { f_color = texture(tex, tex_coords); } "] + #[allow(dead_code)] struct Dummy; } diff --git a/examples/src/bin/msaa-renderpass.rs b/examples/src/bin/msaa-renderpass.rs new file mode 100644 index 00000000..5a7271ce --- /dev/null +++ b/examples/src/bin/msaa-renderpass.rs @@ -0,0 +1,260 @@ +// Copyright (c) 2017 The vulkano developers +// Licensed under the Apache License, Version 2.0 +// or the MIT +// license , +// at your option. All files in the project carrying such +// notice may not be copied, modified, or distributed except +// according to those terms. + +//! Multisampling anti-aliasing example, using a render pass resolve. +//! +//! # Introduction to multisampling +//! +//! When you draw an object on an image, this object occupies a certain set of pixels. Each pixel +//! of the image is either fully covered by the object, or not covered at all. There is no such +//! thing as a pixel that is half-covered by the object that you're drawing. What this means is +//! that you will sometimes see a "staircase effect" at the border of your object, also called +//! aliasing. +//! +//! The root cause of aliasing is that the resolution of the image is not high enough. If you +//! increase the size of the image you're drawing to, this effect will still exist but will be +//! much less visible. +//! +//! In order to decrease aliasing, some games and programs use what we call "Super-Sampling Anti +//! Aliasing" (SSAA). For example instead of drawing to an image of size 1024x1024, you draw to an +//! image of size 4096x4096. Then at the end, you scale down your image to 1024x1024 by merging +//! nearby pixels. Since the intermediate image is 4 times larger than the destination, this would +//! be x4 SSAA. +//! +//! However this technique is very expensive in terms of GPU power. The fragment shader and all +//! its calculations has to run four times more often. +//! +//! So instead of SSAA, a common alternative is MSAA (MultiSampling Anti Aliasing). The base +//! principle is more or less the same: you draw to an image of a larger dimension, and then at +//! the end you scale it down to the final size. The difference is that the fragment shader is +//! only run once per pixel of the final size, and its value is duplicated to fill to all the +//! pixels of the intermediate image that are covered by the object. +//! +//! For example, let's say that you use x4 MSAA, you draw to an intermediate image of size +//! 4096x4096, and your object covers the whole image. With MSAA, the fragment shader will only +//! be 1,048,576 times (1024 * 1024), compared to 16,777,216 times (4096 * 4096) with 4x SSAA. +//! Then the output of each fragment shader invocation is copied in each of the four pixels of the +//! intermediate image that correspond to each pixel of the final image. +//! +//! Now, let's say that your object doesn't cover the whole image. In this situation, only the +//! pixels of the intermediate image that are covered by the object will receive the output of the +//! fragment shader. +//! +//! Because of the way it works, this technique requires direct support from the hardware, +//! contrary to SSAA which can be done on any machine. +//! +//! # Multisampled images +//! +//! Using MSAA with Vulkan is done by creating a regular image, but with a number of samples per +//! pixel different from 1. For example if you want to use 4x MSAA, you should create an image with +//! 4 samples per pixel. Internally this image will have 4 times as many pixels as its dimensions +//! would normally require, but this is handled transparently for you. Drawing to a multisampled +//! image is exactly the same as drawing to a regular image. +//! +//! However multisampled images have some restrictions, for example you can't show them on the +//! screen (swapchain images are always single-sampled), and you can't copy them into a buffer. +//! Therefore when you have finished drawing, you have to blit your multisampled image to a +//! non-multisampled image. This operation is not a regular blit (blitting a multisampled image is +//! an error), instead it is called *resolving* the image. +//! + +extern crate image; +#[macro_use] +extern crate vulkano; +#[macro_use] +extern crate vulkano_shader_derive; + +use std::sync::Arc; +use image::ImageBuffer; +use image::Rgba; +use vulkano::buffer::BufferUsage; +use vulkano::buffer::CpuAccessibleBuffer; +use vulkano::command_buffer::AutoCommandBufferBuilder; +use vulkano::command_buffer::CommandBuffer; +use vulkano::command_buffer::DynamicState; +use vulkano::device::Device; +use vulkano::device::DeviceExtensions; +use vulkano::format::Format; +use vulkano::framebuffer::Framebuffer; +use vulkano::framebuffer::Subpass; +use vulkano::image::AttachmentImage; +use vulkano::image::Dimensions; +use vulkano::image::StorageImage; +use vulkano::instance::Features; +use vulkano::instance::Instance; +use vulkano::instance::InstanceExtensions; +use vulkano::instance::PhysicalDevice; +use vulkano::pipeline::GraphicsPipeline; +use vulkano::pipeline::viewport::Viewport; +use vulkano::sync::GpuFuture; + +fn main() { + // The usual Vulkan initialization. + let instance = Instance::new(None, &InstanceExtensions::none(), None) + .expect("failed to create instance"); + let physical = PhysicalDevice::enumerate(&instance).next().expect("no device available"); + let queue_family = physical.queue_families() + .find(|&q| q.supports_graphics()) + .expect("couldn't find a graphical queue family"); + let (device, mut queues) = { + Device::new(physical, &Features::none(), &DeviceExtensions::none(), + [(queue_family, 0.5)].iter().cloned()).expect("failed to create device") + }; + let queue = queues.next().unwrap(); + + // Creating our intermediate multisampled image. + // + // As explained in the introduction, we pass the same dimensions and format as for the final + // image. But we also pass the number of samples-per-pixel, which is 4 here. + let intermediary = AttachmentImage::transient_multisampled(device.clone(), [1024, 1024], + 4, Format::R8G8B8A8Unorm).unwrap(); + + // This is the final image that will receive the anti-aliased triangle. + let image = StorageImage::new(device.clone(), Dimensions::Dim2d { width: 1024, height: 1024 }, + Format::R8G8B8A8Unorm, Some(queue.family())).unwrap(); + + // In this example, we are going to perform the *resolve* (ie. turning a multisampled image + // into a non-multisampled one) as part of the render pass. This is the preferred method of + // doing so, as it the advantage that the Vulkan implementation doesn't have to write the + // content of the multisampled image back to memory at the end. + let render_pass = Arc::new(single_pass_renderpass!(device.clone(), + attachments: { + // The first framebuffer attachment is the intermediary image. + intermediary: { + load: Clear, + store: DontCare, + format: Format::R8G8B8A8Unorm, + samples: 4, // This has to match the image definition. + }, + // The second framebuffer attachment is the final image. + color: { + load: DontCare, + store: Store, + format: Format::R8G8B8A8Unorm, + samples: 1, // Same here, this has to match. + } + }, + pass: { + // When drawing, we have only one output which is the intermediary image. + color: [intermediary], + depth_stencil: {}, + // The `resolve` array here must contain either zero entry (if you don't use + // multisampling), or one entry per color attachment. At the end of the pass, each + // color attachment will be *resolved* into the given image. In other words, here, at + // the end of the pass, the `intermediary` attachment will be copied to the attachment + // named `color`. + resolve: [color], + } + ).unwrap()); + + // Creating the framebuffer, the calls to `add` match the list of attachments in order. + let framebuffer = Arc::new(Framebuffer::start(render_pass.clone()) + .add(intermediary.clone()).unwrap() + .add(image.clone()).unwrap() + .build().unwrap()); + + // Here is the "end" of the multisampling example, as starting from here everything is the same + // as in any other example. + // The pipeline, vertex buffer, and command buffer are created in exactly the same way as + // without multisampling. + // At the end of the example, we copy the content of `image` (ie. the final image) to a buffer, + // then read the content of that buffer and save it to a PNG file. + + mod vs { + #[derive(VulkanoShader)] + #[ty = "vertex"] + #[src = " + #version 450 + + layout(location = 0) in vec2 position; + + void main() { + gl_Position = vec4(position, 0.0, 1.0); + } + "] + #[allow(dead_code)] + struct Dummy; + } + + mod fs { + #[derive(VulkanoShader)] + #[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); + } + "] + #[allow(dead_code)] + struct Dummy; + } + + let vs = vs::Shader::load(device.clone()).expect("failed to create shader module"); + let fs = fs::Shader::load(device.clone()).expect("failed to create shader module"); + + #[derive(Copy, Clone)] + struct Vertex { + position: [f32; 2], + } + impl_vertex!(Vertex, position); + let vertex1 = Vertex { position: [-0.5, -0.5] }; + let vertex2 = Vertex { position: [ 0.0, 0.5] }; + let vertex3 = Vertex { position: [ 0.5, -0.25] }; + let vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), + vec![vertex1, vertex2, vertex3].into_iter()).unwrap(); + + let pipeline = Arc::new(GraphicsPipeline::start() + .vertex_input_single_buffer::() + .vertex_shader(vs.main_entry_point(), ()) + .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 dynamic_state = DynamicState { + viewports: Some(vec![Viewport { + origin: [0.0, 0.0], + dimensions: [1024.0, 1024.0], + depth_range: 0.0 .. 1.0, + }]), + .. DynamicState::none() + }; + + let buf = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), + (0 .. 1024 * 1024 * 4).map(|_| 0u8)) + .expect("failed to create buffer"); + + let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap() + .begin_render_pass(framebuffer.clone(), false, vec![[0.0, 0.0, 1.0, 1.0].into(), vulkano::format::ClearValue::None]) + .unwrap() + + .draw(pipeline.clone(), &dynamic_state, vertex_buffer.clone(), (), ()) + .unwrap() + + .end_render_pass() + .unwrap() + + .copy_image_to_buffer(image.clone(), buf.clone()) + .unwrap() + + .build() + .unwrap(); + + let finished = command_buffer.execute(queue.clone()).unwrap(); + finished.then_signal_fence_and_flush().unwrap() + .wait(None).unwrap(); + + let buffer_content = buf.read().unwrap(); + let image = ImageBuffer::, _>::from_raw(1024, 1024, &buffer_content[..]).unwrap(); + image.save("triangle.png").unwrap(); +} diff --git a/examples/src/bin/runtime-shader.frag.glsl b/examples/src/bin/runtime-shader/frag.glsl similarity index 100% rename from examples/src/bin/runtime-shader.frag.glsl rename to examples/src/bin/runtime-shader/frag.glsl diff --git a/examples/src/bin/runtime-shader.frag.spv b/examples/src/bin/runtime-shader/frag.spv similarity index 100% rename from examples/src/bin/runtime-shader.frag.spv rename to examples/src/bin/runtime-shader/frag.spv diff --git a/examples/src/bin/runtime-shader.rs b/examples/src/bin/runtime-shader/main.rs similarity index 96% rename from examples/src/bin/runtime-shader.rs rename to examples/src/bin/runtime-shader/main.rs index 99e9f4f5..56666382 100644 --- a/examples/src/bin/runtime-shader.rs +++ b/examples/src/bin/runtime-shader/main.rs @@ -12,11 +12,11 @@ // // Note that you will need to do all correctness checking by yourself. // -// runtime-shader.vert.glsl and runtime-shader.frag.glsl must be built by yourself. +// vert.glsl and frag.glsl must be built by yourself. // One way of building them is to build Khronos' glslang and use // glslangValidator tool: -// $ glslangValidator runtime-shader.vert.glsl -V -S vert -o runtime-shader.vert.spv -// $ glslangValidator runtime-shader.frag.glsl -V -S frag -o runtime-shader.frag.spv +// $ glslangValidator vert.glsl -V -S vert -o vert.spv +// $ glslangValidator frag.glsl -V -S frag -o frag.spv // Vulkano uses glslangValidator to build your shaders internally. #[macro_use] extern crate vulkano; @@ -140,8 +140,8 @@ fn main() { ); let vs = { - let mut f = File::open("src/bin/runtime-shader.vert.spv") - .expect("Can't find file src/bin/runtime-shader.vert.spv"); + let mut f = File::open("src/bin/runtime-shader/vert.spv") + .expect("Can't find file src/bin/runtime-shader/vert.spv This example needs to be run from the root of the example crate."); let mut v = vec![]; f.read_to_end(&mut v).unwrap(); // Create a ShaderModule on a device the same Shader::load does it. @@ -150,8 +150,8 @@ fn main() { }; let fs = { - let mut f = File::open("src/bin/runtime-shader.frag.spv") - .expect("Can't find file src/bin/runtime-shader.frag.spv"); + let mut f = File::open("src/bin/runtime-shader/frag.spv") + .expect("Can't find file src/bin/runtime-shader/frag.spv"); let mut v = vec![]; f.read_to_end(&mut v).unwrap(); unsafe { ShaderModule::new(graphics_device.clone(), &v) }.unwrap() diff --git a/examples/src/bin/runtime-shader.vert.glsl b/examples/src/bin/runtime-shader/vert.glsl similarity index 100% rename from examples/src/bin/runtime-shader.vert.glsl rename to examples/src/bin/runtime-shader/vert.glsl diff --git a/examples/src/bin/runtime-shader.vert.spv b/examples/src/bin/runtime-shader/vert.spv similarity index 100% rename from examples/src/bin/runtime-shader.vert.spv rename to examples/src/bin/runtime-shader/vert.spv diff --git a/examples/src/bin/teapot.rs b/examples/src/bin/teapot.rs index 4a9d8558..d1d7ec8b 100644 --- a/examples/src/bin/teapot.rs +++ b/examples/src/bin/teapot.rs @@ -7,9 +7,6 @@ // notice may not be copied, modified, or distributed except // according to those terms. -// For the purpose of this example all unused code is allowed. -#![allow(dead_code)] - extern crate examples; extern crate cgmath; extern crate winit; @@ -42,7 +39,7 @@ fn main() { let mut dimensions; - let queue = physical.queue_families().find(|&q| q.supports_graphics() && + let queue_family = physical.queue_families().find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false)) .expect("couldn't find a graphical queue family"); @@ -52,7 +49,7 @@ fn main() { }; let (device, mut queues) = vulkano::device::Device::new(physical, physical.supported_features(), - &device_ext, [(queue, 0.5)].iter().cloned()) + &device_ext, [(queue_family, 0.5)].iter().cloned()) .expect("failed to create device"); let queue = queues.next().unwrap(); @@ -289,6 +286,7 @@ void main() { gl_Position = uniforms.proj * worldview * vec4(position, 1.0); } "] + #[allow(dead_code)] struct Dummy; } @@ -311,5 +309,6 @@ void main() { f_color = vec4(mix(dark_color, regular_color, brightness), 1.0); } "] + #[allow(dead_code)] struct Dummy; } diff --git a/examples/src/bin/triangle.rs b/examples/src/bin/triangle.rs index 20de696a..5668e17c 100644 --- a/examples/src/bin/triangle.rs +++ b/examples/src/bin/triangle.rs @@ -17,9 +17,6 @@ // and that you want to learn Vulkan. This means that for example it won't go into details about // what a vertex or a shader is. -// For the purpose of this example all unused code is allowed. -#![allow(dead_code)] - // The `vulkano` crate is the main crate that you must use to use Vulkan. #[macro_use] extern crate vulkano; @@ -104,7 +101,7 @@ fn main() { // window and a cross-platform Vulkan surface that represents the surface of the window. let mut events_loop = winit::EventsLoop::new(); let surface = winit::WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap(); - + // The next step is to choose which GPU queue will execute our draw commands. // // Devices can provide multiple queues to run commands in parallel (for example a draw queue @@ -115,7 +112,7 @@ fn main() { // queue to handle data transfers in parallel. In this example we only use one queue. // // We have to choose which queues to use early on, because we will need this info very soon. - let queue = physical.queue_families().find(|&q| { + let queue_family = physical.queue_families().find(|&q| { // We take the first queue that supports drawing to our window. q.supports_graphics() && surface.is_supported(q).unwrap_or(false) }).expect("couldn't find a graphical queue family"); @@ -146,7 +143,7 @@ fn main() { }; Device::new(physical, physical.supported_features(), &device_ext, - [(queue, 0.5)].iter().cloned()).expect("failed to create device") + [(queue_family, 0.5)].iter().cloned()).expect("failed to create device") }; // Since we can request multiple queues, the `queues` variable is in fact an iterator. In this @@ -166,7 +163,7 @@ fn main() { // pass values that are allowed by the capabilities. let caps = surface.capabilities(physical) .expect("failed to get surface capabilities"); - + dimensions = caps.current_extent.unwrap_or([1024, 768]); // We choose the dimensions of the swapchain to match the current extent of the surface. @@ -221,6 +218,7 @@ void main() { gl_Position = vec4(position, 0.0, 1.0); } "] + #[allow(dead_code)] struct Dummy; } @@ -236,6 +234,7 @@ void main() { f_color = vec4(1.0, 0.0, 0.0, 1.0); } "] + #[allow(dead_code)] struct Dummy; } @@ -352,7 +351,7 @@ void main() { dimensions = surface.capabilities(physical) .expect("failed to get surface capabilities") .current_extent.unwrap(); - + let (new_swapchain, new_images) = match swapchain.recreate_with_dimension(dimensions) { Ok(r) => r, // This error tends to happen when the user is manually resizing the window.