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README.md
12
README.md
@ -41,11 +41,15 @@ Vulkano is still in heavy development and doesn't yet meet its goals of being ve
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the general structure of the library is most likely definitive, and all future breaking changes
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will likely be straight-forward to fix in user code.
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## [Documentation](https://docs.rs/vulkano)
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## Documentation
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To get started you are encouraged to read the examples in
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[the `vulkano-examples` repository](https://github.com/vulkano-rs/vulkano-examples), starting with
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[the `triangle` example](https://github.com/vulkano-rs/vulkano-examples/blob/master/triangle/main.rs).
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To get started you are encouraged to use the following resources:
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* The guide on [vulkano.rs](http://vulkano.rs/guide/introduction) - Starts with trivial compute
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examples (~50 lines of code) then works up to rendering triangles and mandelbrots.
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* The [vulkano-examples](https://github.com/vulkano-rs/vulkano-examples) repository - Includes
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examples in the repo and also a list of projects that use vulkano.
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* [docs.rs](https://docs.rs/vulkano) - Full Vulkano API documentation
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## macOS and iOS Setup
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@ -54,7 +54,7 @@ fn main() {
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};
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// Since we can request multiple queues, the `queues` variable is in fact an iterator. In this
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// example we use only one queue, so we just retreive the first and only element of the
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// example we use only one queue, so we just retrieve the first and only element of the
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// iterator and throw it away.
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let queue = queues.next().unwrap();
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@ -70,7 +70,7 @@ fn main() {
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// or four by four, a GPU will do it by groups of 32 or 64.
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//
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// Note however that in a real-life situation for such a simple operation the cost of
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// accessing memory usually outweights the benefits of a faster calculation. Since both the CPU
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// accessing memory usually outweighs the benefits of a faster calculation. Since both the CPU
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// and the GPU will need to access data, there is no other choice but to transfer the data
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// through the slow PCI express bus.
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@ -136,14 +136,14 @@ void main() {
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//
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// Note that we clone the pipeline and the set. Since they are both wrapped around an
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// `Arc`, this only clones the `Arc` and not the whole pipeline or set (which aren't
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// clonable anyway). In this example we would avoid cloning them since this is the last
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// cloneable anyway). In this example we would avoid cloning them since this is the last
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// time we use them, but in a real code you would probably need to clone them.
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.dispatch([1024, 1, 1], pipeline.clone(), set.clone(), ()).unwrap()
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// Finish building the command buffer by calling `build`.
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.build().unwrap();
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// Let's execute this command buffer now.
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// To do so, we TODO: this is a bit clumsby, probably needs a shortcut
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// To do so, we TODO: this is a bit clumsy, probably needs a shortcut
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let future = now(device.clone())
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.then_execute(queue.clone(), command_buffer).unwrap()
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@ -20,7 +20,7 @@ use vulkano::instance::debug::{DebugCallback, MessageTypes};
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fn main() {
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// Vulkano Debugging Example Code
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//
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// This example code will demonstrate using the debug functions of the Vulkano api.
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// This example code will demonstrate using the debug functions of the Vulkano API.
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//
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// There is documentation here about how to setup debugging:
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// https://vulkan.lunarg.com/doc/view/1.0.13.0/windows/layers.html
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@ -39,8 +39,8 @@ fn main() {
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// The main layer you might want is: VK_LAYER_LUNARG_standard_validation
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// This includes a number of the other layers for you and is quite detailed.
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//
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// Additional layers can be installed (gpu vendor provided, something you found on github, etc)
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// and you should verify that list for safety - Volkano will return an error if you specify
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// Additional layers can be installed (gpu vendor provided, something you found on GitHub, etc)
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// and you should verify that list for safety - Vulkano will return an error if you specify
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// any layers that are not installed on this system. That code to do could look like this:
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println!("List of Vulkan debugging layers available to use:");
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let mut layers = instance::layers_list().unwrap();
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@ -88,7 +88,7 @@ fn main() {
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}).ok();
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Create vulkan objects in the same way as the other examples //
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// Create Vulkan objects in the same way as the other examples //
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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let physical = PhysicalDevice::enumerate(&instance).next().expect("no device available");
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@ -27,7 +27,7 @@ use cgmath::Vector3;
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use std::sync::Arc;
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/// Allows applying a directional ligh source to a scene.
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/// Allows applying a directional light source to a scene.
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pub struct DirectionalLightingSystem {
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gfx_queue: Arc<Queue>,
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vertex_buffer: Arc<CpuAccessibleBuffer<[Vertex]>>,
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@ -110,7 +110,7 @@ impl PointLightingSystem {
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/// the result of the deferred pass.
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/// - `screen_to_world` is a matrix that turns coordinates from framebuffer space into world
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/// space. This matrix is used alongside with `depth_input` to determine the world
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/// coorindates of each pixel being processed.
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/// coordinates of each pixel being processed.
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/// - `position` is the position of the spot light in world coordinates.
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/// - `color` is the color of the light.
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///
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@ -46,7 +46,7 @@ pub struct FrameSystem {
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// The normal vector is the vector perpendicular to the surface of the object at this point.
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normals_buffer: Arc<AttachmentImage>,
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// Intermediate render target that will contain the depth of each pixel of the scene.
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// This is a traditionnal depth buffer. `0.0` means "near", and `1.0` means "far".
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// This is a traditional depth buffer. `0.0` means "near", and `1.0` means "far".
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depth_buffer: Arc<AttachmentImage>,
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// Will allow us to add an ambient lighting to a scene during the second subpass.
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@ -7,7 +7,7 @@
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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//
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// This example demostrates one way of preparing data structures and loading
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// This example demonstrates one way of preparing data structures and loading
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// SPIRV shaders from external source (file system).
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//
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// Note that you will need to do all correctness checking by yourself.
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@ -84,7 +84,7 @@ fn main() {
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.expect("failed to create buffer");
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// note: this teapot was meant for OpenGL where the origin is at the lower left
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// instead the origin is at the upper left in vulkan, so we reverse the Y axis
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// instead the origin is at the upper left in Vulkan, so we reverse the Y axis
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let mut proj = cgmath::perspective(cgmath::Rad(std::f32::consts::FRAC_PI_2), { dimensions[0] as f32 / dimensions[1] as f32 }, 0.01, 100.0);
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let view = cgmath::Matrix4::look_at(cgmath::Point3::new(0.3, 0.3, 1.0), cgmath::Point3::new(0.0, 0.0, 0.0), cgmath::Vector3::new(0.0, -1.0, 0.0));
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let scale = cgmath::Matrix4::from_scale(0.01);
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@ -174,7 +174,7 @@ layout(triangles, equal_spacing, cw) in;
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void main(void)
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{
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// retreive the vertex positions set by the tcs
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// retrieve the vertex positions set by the tcs
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vec4 vert_x = gl_in[0].gl_Position;
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vec4 vert_y = gl_in[1].gl_Position;
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vec4 vert_z = gl_in[2].gl_Position;
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@ -56,7 +56,7 @@ use vulkano::sync::GpuFuture;
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use std::sync::Arc;
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fn main() {
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// The first step of any vulkan program is to create an instance.
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// The first step of any Vulkan program is to create an instance.
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let instance = {
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// When we create an instance, we have to pass a list of extensions that we want to enable.
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//
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@ -147,7 +147,7 @@ fn main() {
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};
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// Since we can request multiple queues, the `queues` variable is in fact an iterator. In this
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// example we use only one queue, so we just retreive the first and only element of the
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// example we use only one queue, so we just retrieve the first and only element of the
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// iterator and throw it away.
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let queue = queues.next().unwrap();
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@ -242,7 +242,7 @@ void main() {
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let fs = fs::Shader::load(device.clone()).expect("failed to create shader module");
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// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
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// implicitely does a lot of computation whenever you draw. In Vulkan, you have to do all this
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// implicitly does a lot of computation whenever you draw. In Vulkan, you have to do all this
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// manually.
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// The next step is to create a *render pass*, which is an object that describes where the
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@ -142,7 +142,7 @@ impl {name} {{
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name = name
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));
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// checking whether each required capability is enabled in the vulkan device
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// checking whether each required capability is enabled in the Vulkan device
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for i in doc.instructions.iter() {
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if let &parse::Instruction::Capability(ref cap) = i {
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if let Some(cap) = capability_name(cap) {
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@ -44,7 +44,7 @@ pub fn parse_spirv(data: &[u8]) -> Result<Spirv, ParseError> {
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/// Parses a SPIR-V document from a list of u32s.
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///
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/// Endianess has already been handled.
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/// Endianness has already been handled.
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fn parse_u32s(i: &[u32]) -> Result<Spirv, ParseError> {
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if i.len() < 5 {
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return Err(ParseError::MissingHeader);
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@ -242,7 +242,7 @@ impl<T: ?Sized, A> CpuAccessibleBuffer<T, A>
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/// this function will return an error as well.
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///
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/// After this function successfully locks the buffer, any attempt to submit a command buffer
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/// that uses it in exclusive mode will fail. You can still submit this buffer for non-exlusive
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/// that uses it in exclusive mode will fail. You can still submit this buffer for non-exclusive
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/// accesses (ie. reads).
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#[inline]
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pub fn read(&self) -> Result<ReadLock<T>, ReadLockError> {
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@ -300,7 +300,7 @@ impl<T, A> CpuBufferPool<T, A>
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///
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/// # Panic
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///
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/// Panicks if the length of the iterator didn't match the actual number of element.
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/// Panics if the length of the iterator didn't match the actual number of element.
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///
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pub fn chunk<I>(&self, data: I) -> Result<CpuBufferPoolChunk<T, A>, DeviceMemoryAllocError>
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where I: IntoIterator<Item = T>,
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@ -398,7 +398,7 @@ impl<T, A> CpuBufferPool<T, A>
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//
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// # Panic
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//
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// Panicks if the length of the iterator didn't match the actual number of element.
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// Panics if the length of the iterator didn't match the actual number of element.
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//
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fn try_next_impl<I>(&self, cur_buf_mutex: &mut MutexGuard<Option<Arc<ActualBuffer<A>>>>,
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mut data: I)
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@ -621,7 +621,7 @@ unsafe impl<T, A> BufferAccess for CpuBufferPoolChunk<T, A>
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fn conflict_key(&self) -> (u64, usize) {
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(
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self.buffer.inner.key(),
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// ensure the special cased empty buffers dont collide with a regular buffer starting at 0
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// ensure the special cased empty buffers don't collide with a regular buffer starting at 0
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if self.requested_len == 0 { usize::max_value() } else { self.index }
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)
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}
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//! - As a storage buffer. Storage buffers can be read and written.
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//! - As a uniform texel buffer. Contrary to a uniform buffer, the data is interpreted by the
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//! GPU and can be for example normalized.
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//! - As a storage texel buffer. Additionnally, some data formats can be modified with atomic
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//! - As a storage texel buffer. Additionally, some data formats can be modified with atomic
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//! operations.
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//!
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//! Using uniform/storage texel buffers requires creating a *buffer view*. See the `view` module
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@ -1189,7 +1189,7 @@ impl<P> AutoCommandBufferBuilder<P> {
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/// Adds a command that writes the content of a buffer.
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///
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/// This function is similar to the `memset` function in C. The `data` parameter is a number
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/// that will be repeatidely written through the entire buffer.
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/// that will be repeatedly written through the entire buffer.
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///
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/// > **Note**: This function is technically safe because buffers can only contain integers or
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/// > floating point numbers, which are always valid whatever their memory representation is.
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/// Low-level implementation of a command pool.
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///
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/// A command pool is always tied to a specific queue family. Command buffers allocated from a pool
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/// can only be executed on the corresponding queue familiy.
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/// can only be executed on the corresponding queue family.
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///
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/// This struct doesn't implement the `Sync` trait because Vulkan command pools are not thread
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/// safe. In other words, you can only use a pool from one thread at a time.
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@ -38,11 +38,11 @@ pub struct StateCacher {
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// the processing then we will end up in a weird state. This bool is true when we start
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// comparing sets, and is set to false when we end up comparing. If it was true when we start
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// comparing, we know that something bad happened and we flush the cache.
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poisonned_descriptor_sets: bool,
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poisoned_descriptor_sets: bool,
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// The vertex buffers currently bound.
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vertex_buffers: SmallVec<[(vk::Buffer, vk::DeviceSize); 12]>,
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// Same as `poisonned_descriptor_sets` but for vertex buffers.
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poisonned_vertex_buffers: bool,
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// Same as `poisoned_descriptor_sets` but for vertex buffers.
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poisoned_vertex_buffers: bool,
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// The index buffer, offset, and index type currently bound. `None` if nothing bound.
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index_buffer: Option<(vk::Buffer, usize, IndexType)>,
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}
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@ -66,9 +66,9 @@ impl StateCacher {
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graphics_pipeline: 0,
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compute_descriptor_sets: SmallVec::new(),
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graphics_descriptor_sets: SmallVec::new(),
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poisonned_descriptor_sets: false,
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poisoned_descriptor_sets: false,
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vertex_buffers: SmallVec::new(),
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poisonned_vertex_buffers: false,
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poisoned_vertex_buffers: false,
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index_buffer: None,
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}
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}
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@ -123,15 +123,15 @@ impl StateCacher {
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/// changes are going to be performed after the `compare` function returns.
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#[inline]
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pub fn bind_descriptor_sets(&mut self, graphics: bool) -> StateCacherDescriptorSets {
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if self.poisonned_descriptor_sets {
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if self.poisoned_descriptor_sets {
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self.compute_descriptor_sets = SmallVec::new();
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self.graphics_descriptor_sets = SmallVec::new();
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}
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self.poisonned_descriptor_sets = true;
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self.poisoned_descriptor_sets = true;
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StateCacherDescriptorSets {
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poisonned: &mut self.poisonned_descriptor_sets,
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poisoned: &mut self.poisoned_descriptor_sets,
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state: if graphics {
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&mut self.graphics_descriptor_sets
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} else {
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@ -189,14 +189,14 @@ impl StateCacher {
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/// changes are going to be performed after the `compare` function returns.
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#[inline]
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pub fn bind_vertex_buffers(&mut self) -> StateCacherVertexBuffers {
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if self.poisonned_vertex_buffers {
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if self.poisoned_vertex_buffers {
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self.vertex_buffers = SmallVec::new();
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}
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self.poisonned_vertex_buffers = true;
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self.poisoned_vertex_buffers = true;
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StateCacherVertexBuffers {
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poisonned: &mut self.poisonned_vertex_buffers,
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poisoned: &mut self.poisoned_vertex_buffers,
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state: &mut self.vertex_buffers,
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offset: 0,
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first_diff: None,
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@ -232,8 +232,8 @@ impl StateCacher {
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/// > **Note**: For reliability reasons, if you drop/leak this struct before calling `compare` then
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/// > the cache of the currently bound descriptor sets will be reset.
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pub struct StateCacherDescriptorSets<'s> {
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// Reference to the parent's `poisonned_descriptor_sets`.
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poisonned: &'s mut bool,
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// Reference to the parent's `poisoned_descriptor_sets`.
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poisoned: &'s mut bool,
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// Reference to the descriptor sets list to compare to.
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state: &'s mut SmallVec<[vk::DescriptorSet; 12]>,
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// Next offset within the list to compare to.
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@ -274,7 +274,7 @@ impl<'s> StateCacherDescriptorSets<'s> {
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/// After this function returns, the cache will be updated to match your list.
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#[inline]
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pub fn compare(self) -> Option<u32> {
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*self.poisonned = false;
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*self.poisoned = false;
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// Removing from the cache any set that wasn't added with `add`.
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self.state.truncate(self.offset);
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self.found_diff
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@ -286,13 +286,13 @@ impl<'s> StateCacherDescriptorSets<'s> {
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/// > **Note**: For reliability reasons, if you drop/leak this struct before calling `compare` then
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/// > the cache of the currently bound vertex buffers will be reset.
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pub struct StateCacherVertexBuffers<'s> {
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// Reference to the parent's `poisonned_vertex_buffers`.
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poisonned: &'s mut bool,
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// Reference to the parent's `poisoned_vertex_buffers`.
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poisoned: &'s mut bool,
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// Reference to the vertex buffers list to compare to.
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state: &'s mut SmallVec<[(vk::Buffer, vk::DeviceSize); 12]>,
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// Next offset within the list to compare to.
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offset: usize,
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// Contains the offet of the first vertex buffer that differs.
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// Contains the offset of the first vertex buffer that differs.
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first_diff: Option<u32>,
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// Offset of the last vertex buffer that differs.
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last_diff: u32,
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@ -339,7 +339,7 @@ impl<'s> StateCacherVertexBuffers<'s> {
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/// > range `1 .. 2` only contains one element.
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#[inline]
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pub fn compare(self) -> Option<Range<u32>> {
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*self.poisonned = false;
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*self.poisoned = false;
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// Removing from the cache any set that wasn't added with `add`.
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self.state.truncate(self.offset);
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|
@ -53,7 +53,7 @@ use sync::PipelineStages;
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/// trying to copy from a buffer to an image which share the same memory), then an error is
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/// returned.
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/// Note that all methods are still unsafe, because this builder doesn't check the validity of
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/// the commands except for synchronization purposes. The builder may panic if you pass unvalid
|
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/// the commands except for synchronization purposes. The builder may panic if you pass invalid
|
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/// commands.
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///
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/// The `P` generic is the same as `UnsafeCommandBufferBuilder`.
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|
@ -1798,7 +1798,7 @@ impl UnsafeCommandBufferBuilderPipelineBarrier {
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///
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/// Also adds an execution dependency similar to `add_execution_dependency`.
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///
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||||
/// Also allows transfering buffer ownership between queues.
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/// Also allows transferring buffer ownership between queues.
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///
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/// # Safety
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///
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@ -1849,7 +1849,7 @@ impl UnsafeCommandBufferBuilderPipelineBarrier {
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/// Adds an image memory barrier. This is the equivalent of `add_buffer_memory_barrier` but
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/// for images.
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///
|
||||
/// In addition to transfering image ownership between queues, it also allows changing the
|
||||
/// In addition to transferring image ownership between queues, it also allows changing the
|
||||
/// layout of images.
|
||||
///
|
||||
/// Also adds an execution dependency similar to `add_execution_dependency`.
|
||||
|
@ -122,7 +122,7 @@ impl DescriptorDesc {
|
||||
///
|
||||
/// # Panic
|
||||
///
|
||||
/// Panicks if the type if `Sampler`.
|
||||
/// Panics if the type is `Sampler`.
|
||||
///
|
||||
pub fn pipeline_stages_and_access(&self) -> (PipelineStages, AccessFlagBits) {
|
||||
let stages: PipelineStages = self.stages.into();
|
||||
|
@ -48,7 +48,7 @@ use sampler::Sampler;
|
||||
/// > descriptor set in performance-critical paths..
|
||||
///
|
||||
/// The template parameter of the `PersistentDescriptorSet` is complex, and you shouldn't try to
|
||||
/// express it explicitely. If you want to store your descriptor set in a struct or in a `Vec` for
|
||||
/// express it explicitly. If you want to store your descriptor set in a struct or in a `Vec` for
|
||||
/// example, you are encouraged to turn the `PersistentDescriptorSet` into a `Box<DescriptorSet>`
|
||||
/// or a `Arc<DescriptorSet>`.
|
||||
///
|
||||
@ -990,14 +990,14 @@ unsafe impl<R> PersistentDescriptorSetResources for (R, PersistentDescriptorSetS
|
||||
}
|
||||
}
|
||||
|
||||
// Part of the PersisitentDescriptorSetError for the case
|
||||
// Part of the PersistentDescriptorSetError for the case
|
||||
// of missing usage on a buffer.
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum MissingBufferUsage {
|
||||
StorageBuffer, UniformBuffer, StorageTexelBuffer, UniformTexelBuffer
|
||||
}
|
||||
|
||||
// Part of the PersisitentDescriptorSetError for the case
|
||||
// Part of the PersistentDescriptorSetError for the case
|
||||
// of missing usage on an image.
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum MissingImageUsage {
|
||||
|
@ -596,7 +596,7 @@ impl UnsafeDescriptorSet {
|
||||
// sure that it's impossible to have an empty descriptor write.
|
||||
debug_assert!(!indiv_write.inner.is_empty());
|
||||
|
||||
// The whole struct that wr write here is valid, except for pImageInfo, pBufferInfo
|
||||
// The whole struct thats written here is valid, except for pImageInfo, pBufferInfo
|
||||
// and pTexelBufferView which are placeholder values.
|
||||
raw_writes.push(vk::WriteDescriptorSet {
|
||||
sType: vk::STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
||||
|
@ -74,7 +74,7 @@ unsafe impl<A, B> PipelineLayoutDesc for PipelineLayoutDescUnion<A, B>
|
||||
|
||||
#[inline]
|
||||
fn num_push_constants_ranges(&self) -> usize {
|
||||
// We simply call `push_constants_range` repeatidely to determine when it is over.
|
||||
// We simply call `push_constants_range` repeatedly to determine when it is over.
|
||||
// TODO: consider caching this
|
||||
(self.a.num_push_constants_ranges() ..)
|
||||
.filter(|&n| self.push_constants_range(n).is_none())
|
||||
|
@ -344,7 +344,7 @@ impl Device {
|
||||
/// # Safety
|
||||
///
|
||||
/// This function is not thread-safe. You must not submit anything to any of the queue
|
||||
/// of the device (either explicitely or implicitely, for example with a future's destructor)
|
||||
/// of the device (either explicitly or implicitly, for example with a future's destructor)
|
||||
/// while this function is waiting.
|
||||
///
|
||||
pub unsafe fn wait(&self) -> Result<(), OomError> {
|
||||
@ -447,8 +447,8 @@ impl Device {
|
||||
|
||||
/// Used to track the number of allocations on this device.
|
||||
///
|
||||
/// To ensure valid usage of the vulkan API, we cannot call `vkAllocateMemory` when
|
||||
/// `maxMemoryAllocationCount` has been exceeded. See the vulkan specs:
|
||||
/// To ensure valid usage of the Vulkan API, we cannot call `vkAllocateMemory` when
|
||||
/// `maxMemoryAllocationCount` has been exceeded. See the Vulkan specs:
|
||||
/// https://www.khronos.org/registry/vulkan/specs/1.0/html/vkspec.html#vkAllocateMemory
|
||||
///
|
||||
/// Warning: You should never modify this value, except in `device_memory` module
|
||||
|
@ -39,7 +39,7 @@
|
||||
//! - `Sint` means that the values are signed integers. No conversion is performed.
|
||||
//!
|
||||
//! - `Ufloat` means that the values are unsigned floating points. No conversion is performed. This
|
||||
//! format is very unsual.
|
||||
//! format is very unusual.
|
||||
//!
|
||||
//! - `Sfloat` means that the values are regular floating points. No conversion is performed.
|
||||
//!
|
||||
|
@ -21,7 +21,7 @@ use std::fmt;
|
||||
///
|
||||
/// # Panic
|
||||
///
|
||||
/// Panicks if the attachment number is out of range.
|
||||
/// Panics if the attachment number is out of range.
|
||||
// TODO: add a specializable trait instead, that uses this function
|
||||
// TODO: ImageView instead of ImageViewAccess?
|
||||
pub fn ensure_image_view_compatible<Rp, I>(render_pass: &Rp, attachment_num: usize, image: &I)
|
||||
|
@ -39,7 +39,7 @@ use vk;
|
||||
/// access it through the `RenderPass::desc()` method that returns a shared borrow to the
|
||||
/// description. It must not be possible for a shared borrow to modify the description in such a
|
||||
/// way that the description changes.
|
||||
/// - The provided methods shouldn't be overriden with fancy implementations. For example
|
||||
/// - The provided methods shouldn't be overridden with fancy implementations. For example
|
||||
/// `build_render_pass` must build a render pass from the description and not a different one.
|
||||
///
|
||||
pub unsafe trait RenderPassDesc: RenderPassDescClearValues<Vec<ClearValue>> {
|
||||
@ -423,9 +423,9 @@ impl<'a, R: ?Sized + 'a> Iterator for RenderPassDescDependencies<'a, R>
|
||||
/// Describes an attachment that will be used in a render pass.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct LayoutAttachmentDescription {
|
||||
/// Format of the image that is going to be binded.
|
||||
/// Format of the image that is going to be bound.
|
||||
pub format: Format,
|
||||
/// Number of samples of the image that is going to be binded.
|
||||
/// Number of samples of the image that is going to be bound.
|
||||
pub samples: u32,
|
||||
|
||||
/// What the implementation should do with that attachment at the start of the render pass.
|
||||
@ -536,7 +536,7 @@ pub struct LayoutPassDependencyDescription {
|
||||
/// subpass is finished for these given pixels.
|
||||
///
|
||||
/// In other words, if the previous subpass has some side effects on other parts of an
|
||||
/// attachment, then you sould set it to false.
|
||||
/// attachment, then you should set it to false.
|
||||
///
|
||||
/// Passing `false` is always safer than passing `true`, but in practice you rarely need to
|
||||
/// pass `false`.
|
||||
|
@ -7,7 +7,7 @@
|
||||
// notice may not be copied, modified, or distributed except
|
||||
// according to those terms.
|
||||
|
||||
/// Builds a `RenderPass` object whose template parameter is of undeterminate type.
|
||||
/// Builds a `RenderPass` object whose template parameter is of indeterminate type.
|
||||
#[macro_export]
|
||||
macro_rules! single_pass_renderpass {
|
||||
(
|
||||
@ -34,7 +34,7 @@ macro_rules! single_pass_renderpass {
|
||||
)
|
||||
}
|
||||
|
||||
/// Builds a `RenderPass` object whose template parameter is of undeterminate type.
|
||||
/// Builds a `RenderPass` object whose template parameter is of indeterminate type.
|
||||
#[macro_export]
|
||||
macro_rules! ordered_passes_renderpass {
|
||||
(
|
||||
|
@ -34,7 +34,7 @@
|
||||
//! In vulkano a render pass is represented by the `RenderPass` struct. This struct has a template
|
||||
//! parameter that contains the description of the render pass. The `RenderPassAbstract` trait is
|
||||
//! implemented on all instances of `RenderPass<_>` and makes it easier to store render passes
|
||||
//! without having to explicitely write its type.
|
||||
//! without having to explicitly write its type.
|
||||
//!
|
||||
//! The template parameter of the `RenderPass` struct must implement the `RenderPassDesc` trait.
|
||||
//! In order to create a render pass, you can create an object that implements this trait, then
|
||||
|
@ -59,7 +59,7 @@ impl<D> RenderPass<D>
|
||||
///
|
||||
/// # Panic
|
||||
///
|
||||
/// - Can panic if it detects some violations in the restrictions. Only unexpensive checks are
|
||||
/// - Can panic if it detects some violations in the restrictions. Only inexpensive checks are
|
||||
/// performed. `debug_assert!` is used, so some restrictions are only checked in debug
|
||||
/// mode.
|
||||
///
|
||||
|
@ -469,7 +469,7 @@ impl ImageDimensions {
|
||||
///
|
||||
/// # Panic
|
||||
///
|
||||
/// In debug mode, panicks if `width`, `height` or `depth` is equal to 0. In release, returns
|
||||
/// In debug mode, Panics if `width`, `height` or `depth` is equal to 0. In release, returns
|
||||
/// an unspecified value.
|
||||
///
|
||||
pub fn mipmap_dimensions(&self, level: u32) -> Option<ImageDimensions> {
|
||||
|
@ -662,7 +662,7 @@ impl UnsafeImage {
|
||||
self.linear_layout_impl(mip_level, vk::IMAGE_ASPECT_COLOR_BIT)
|
||||
}
|
||||
|
||||
/// Same as `color_linear_layout`, except that it retreives the depth component of the image.
|
||||
/// Same as `color_linear_layout`, except that it retrieves the depth component of the image.
|
||||
///
|
||||
/// # Panic
|
||||
///
|
||||
@ -678,7 +678,7 @@ impl UnsafeImage {
|
||||
self.linear_layout_impl(mip_level, vk::IMAGE_ASPECT_DEPTH_BIT)
|
||||
}
|
||||
|
||||
/// Same as `color_linear_layout`, except that it retreives the stencil component of the image.
|
||||
/// Same as `color_linear_layout`, except that it retrieves the stencil component of the image.
|
||||
///
|
||||
/// # Panic
|
||||
///
|
||||
@ -822,7 +822,7 @@ pub enum ImageCreationError {
|
||||
obtained: u32,
|
||||
valid_range: Range<u32>,
|
||||
},
|
||||
/// The requeted number of samples is not supported, or is 0.
|
||||
/// The requested number of samples is not supported, or is 0.
|
||||
UnsupportedSamplesCount { obtained: u32 },
|
||||
/// The dimensions are too large, or one of the dimensions is 0.
|
||||
UnsupportedDimensions { dimensions: ImageDimensions },
|
||||
@ -842,7 +842,7 @@ impl error::Error for ImageCreationError {
|
||||
ImageCreationError::InvalidMipmapsCount { .. } =>
|
||||
"a wrong number of mipmaps was provided",
|
||||
ImageCreationError::UnsupportedSamplesCount { .. } =>
|
||||
"the requeted number of samples is not supported, or is 0",
|
||||
"the requested number of samples is not supported, or is 0",
|
||||
ImageCreationError::UnsupportedDimensions { .. } =>
|
||||
"the dimensions are too large, or one of the dimensions is 0",
|
||||
ImageCreationError::FormatNotSupported =>
|
||||
|
@ -161,7 +161,7 @@ pub unsafe trait ImageAccess {
|
||||
///
|
||||
/// After this function returns `Ok`, you are authorized to use the image on the GPU. If the
|
||||
/// GPU operation requires an exclusive access to the image (which includes image layout
|
||||
/// transitions) then `exlusive_access` should be true.
|
||||
/// transitions) then `exclusive_access` should be true.
|
||||
///
|
||||
/// The `expected_layout` is the layout we expect the image to be in when we lock it. If the
|
||||
/// actual layout doesn't match this expected layout, then an error should be returned. If
|
||||
|
@ -77,7 +77,7 @@ impl DebugCallback {
|
||||
}
|
||||
|
||||
// Note that we need to double-box the callback, because a `*const Fn()` is a fat pointer
|
||||
// that can't be casted to a `*const c_void`.
|
||||
// that can't be cast to a `*const c_void`.
|
||||
let user_callback = Box::new(Box::new(user_callback) as Box<_>);
|
||||
|
||||
extern "system" fn callback(ty: vk::DebugReportFlagsEXT, _: vk::DebugReportObjectTypeEXT,
|
||||
|
@ -426,7 +426,7 @@ impl Instance {
|
||||
/*/// Same as `new`, but provides an allocator that will be used by the Vulkan library whenever
|
||||
/// it needs to allocate memory on the host.
|
||||
///
|
||||
/// Note that this allocator can be overriden when you create a `Device`, a `MemoryPool`, etc.
|
||||
/// Note that this allocator can be overridden when you create a `Device`, a `MemoryPool`, etc.
|
||||
pub fn with_alloc(app_infos: Option<&ApplicationInfo>, alloc: Box<Alloc + Send + Sync>) -> Arc<Instance> {
|
||||
unimplemented!()
|
||||
}*/
|
||||
|
@ -21,7 +21,7 @@
|
||||
//!
|
||||
//! - Once you have chosen a physical device to use, you can create a
|
||||
//! [`Device`](device/index.html) object from it. The `Device` is the most important
|
||||
//! object of Vulkan, as it represents an open channel of communicaton with a physical device.
|
||||
//! object of Vulkan, as it represents an open channel of communication with a physical device.
|
||||
//! You always need to have one before you can do interesting things with Vulkan.
|
||||
//!
|
||||
//! - [*Buffers*](buffer/index.html) and [*images*](image/index.html) can be used to store data on
|
||||
@ -195,7 +195,7 @@ enum Success {
|
||||
/// All possible errors returned by any Vulkan function.
|
||||
///
|
||||
/// This type is not public. Instead all public error types should implement `From<Error>` and
|
||||
/// panic for error code that arent supposed to happen.
|
||||
/// panic for error code that aren't supposed to happen.
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
#[repr(u32)]
|
||||
// TODO: being pub is necessary because of the weird visibility rules in rustc
|
||||
|
@ -40,7 +40,7 @@ use vk;
|
||||
/// # let device: std::sync::Arc<vulkano::device::Device> = return;
|
||||
/// let mem_ty = device.physical_device().memory_types().next().unwrap();
|
||||
///
|
||||
/// // Allocates 1kB of memory.
|
||||
/// // Allocates 1KB of memory.
|
||||
/// let memory = DeviceMemory::alloc(device.clone(), mem_ty, 1024).unwrap();
|
||||
/// ```
|
||||
pub struct DeviceMemory {
|
||||
@ -83,7 +83,7 @@ impl DeviceMemory {
|
||||
memory_type.physical_device().internal_object());
|
||||
|
||||
// Note: This check is disabled because MoltenVK doesn't report correct heap sizes yet.
|
||||
// More generally, whether or not this check is useful is questionnable.
|
||||
// More generally, whether or not this check is useful is questionable.
|
||||
// TODO: ^
|
||||
/*if size > memory_type.heap().size() {
|
||||
return Err(OomError::OutOfDeviceMemory);
|
||||
@ -271,7 +271,7 @@ impl Drop for DeviceMemory {
|
||||
/// .filter(|t| t.is_host_visible())
|
||||
/// .next().unwrap(); // Vk specs guarantee that this can't fail
|
||||
///
|
||||
/// // Allocates 1kB of memory.
|
||||
/// // Allocates 1KB of memory.
|
||||
/// let memory = DeviceMemory::alloc_and_map(device.clone(), mem_ty, 1024).unwrap();
|
||||
///
|
||||
/// // Get access to the content. Note that this is very unsafe for two reasons: 1) the content is
|
||||
|
@ -10,7 +10,7 @@
|
||||
//! Device memory allocation and memory pools.
|
||||
//!
|
||||
//! By default, memory allocation is automatically handled by the vulkano library when you create
|
||||
//! a buffer or an image. But if you want more control, you have the possibility to costumize the
|
||||
//! a buffer or an image. But if you want more control, you have the possibility to customise the
|
||||
//! memory allocation strategy.
|
||||
//!
|
||||
//! # Memory types and heaps
|
||||
@ -47,7 +47,7 @@
|
||||
//!
|
||||
//! Memory types are order from "best" to "worse". In other words, the implementation prefers that
|
||||
//! you use the memory types that are earlier in the list. This means that selecting a memory type
|
||||
//! should always be done by enumerating them and taking the first one that matches our criterias.
|
||||
//! should always be done by enumerating them and taking the first one that matches our criteria.
|
||||
//!
|
||||
//! ## In practice
|
||||
//!
|
||||
|
@ -1141,7 +1141,7 @@ impl<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
|
||||
|
||||
/// Sets the vertex input to a single vertex buffer.
|
||||
///
|
||||
/// You will most likely need to explicitely specify the template parameter to the type of a
|
||||
/// You will most likely need to explicitly specify the template parameter to the type of a
|
||||
/// vertex.
|
||||
#[inline]
|
||||
pub fn vertex_input_single_buffer<V>(self)
|
||||
@ -1458,7 +1458,7 @@ impl<Vdef, Vs, Vss, Tcs, Tcss, Tes, Tess, Gs, Gss, Fs, Fss, Rp>
|
||||
self
|
||||
}*/
|
||||
|
||||
/// Sets the front-facing faces to couner-clockwise faces. This is the default.
|
||||
/// Sets the front-facing faces to counter-clockwise faces. This is the default.
|
||||
///
|
||||
/// Triangles whose vertices are oriented counter-clockwise on the screen will be considered
|
||||
/// as facing their front. Otherwise they will be considered as facing their back.
|
||||
|
@ -20,13 +20,13 @@ use vk;
|
||||
pub struct InputAssembly {
|
||||
/// The type of primitives.
|
||||
///
|
||||
/// Note that some tologies don't support primitive restart.
|
||||
/// Note that some topologies don't support primitive restart.
|
||||
pub topology: PrimitiveTopology,
|
||||
|
||||
/// If true, then the special index value `0xffff` or `0xffffffff` will tell the GPU that it is
|
||||
/// the end of the current primitive. A new primitive will restart at the next index.
|
||||
///
|
||||
/// Note that some tologies don't support primitive restart.
|
||||
/// Note that some topologies don't support primitive restart.
|
||||
pub primitive_restart_enable: bool,
|
||||
}
|
||||
|
||||
|
@ -27,7 +27,7 @@
|
||||
//! an implementation-defined way to determine which samples get disabled or not. For example if
|
||||
//! the alpha value is 0.5, then about half of the samples will be discarded. If you render to a
|
||||
//! multisample image, this means that the color will end up being mixed with whatever color was
|
||||
//! undernearth, which gives the same effect as alpha blending.
|
||||
//! underneath, which gives the same effect as alpha blending.
|
||||
//!
|
||||
//! If `alpha_to_one` is true, the alpha value of all the samples will be forced to 1.0 (or the
|
||||
//! maximum possible value) after the effects of `alpha_to_coverage` have been applied.
|
||||
|
@ -13,7 +13,7 @@
|
||||
//! code and can contain one or more entry points. Note that for the moment the official
|
||||
//! GLSL-to-SPIR-V compiler does not support multiple entry points.
|
||||
//!
|
||||
//! The vulkano library does not provide any functionnality that checks and introspects the SPIR-V
|
||||
//! The vulkano library does not provide any functionality that checks and introspects the SPIR-V
|
||||
//! code, therefore the whole shader-related API is unsafe. You are encouraged to use the
|
||||
//! `vulkano-shaders` crate that will generate Rust code that wraps around vulkano's shaders API.
|
||||
|
||||
@ -628,7 +628,7 @@ unsafe impl SpecializationConstants for () {
|
||||
}
|
||||
}
|
||||
|
||||
/// Describes an indiviual constant to set in the shader. Also a field in the struct.
|
||||
/// Describes an individual constant to set in the shader. Also a field in the struct.
|
||||
// Implementation note: has the same memory representation as a `VkSpecializationMapEntry`.
|
||||
#[repr(C)]
|
||||
pub struct SpecializationMapEntry {
|
||||
|
@ -13,7 +13,7 @@ use format::Format;
|
||||
/// from a vertex shader.
|
||||
///
|
||||
/// At this stage, the vertex is in a "raw" format. For example a `[f32; 4]` can match both a
|
||||
/// `vec4` or a `float[4]`. The way the things are binded depends on the shader.
|
||||
/// `vec4` or a `float[4]`. The way the things are bound depends on the shader.
|
||||
pub unsafe trait Vertex: 'static + Send + Sync {
|
||||
/// Returns the characteristics of a vertex member by its name.
|
||||
fn member(name: &str) -> Option<VertexMemberInfo>;
|
||||
|
@ -94,7 +94,7 @@ impl UnsafeQueryPool {
|
||||
///
|
||||
/// # Panic
|
||||
///
|
||||
/// Panicks if `count` is 0.
|
||||
/// Panics if `count` is 0.
|
||||
#[inline]
|
||||
pub fn queries_range(&self, first_index: u32, count: u32) -> Option<UnsafeQueriesRange> {
|
||||
assert!(count >= 1);
|
||||
|
@ -70,7 +70,7 @@ pub enum PresentMode {
|
||||
Mailbox = vk::PRESENT_MODE_MAILBOX_KHR,
|
||||
|
||||
/// The action of presenting an image adds it to a queue of images. At each vertical blanking
|
||||
/// period, the queue is poped and an image is presented.
|
||||
/// period, the queue is popped and an image is presented.
|
||||
///
|
||||
/// Guaranteed to be always supported.
|
||||
///
|
||||
@ -535,7 +535,7 @@ impl Default for SurfaceTransform {
|
||||
///
|
||||
/// > **Note**: Lots of developers are confused by color spaces. You can sometimes find articles
|
||||
/// > talking about gamma correction and suggestion to put your colors to the power 2.2 for
|
||||
/// > example. These are all hacks and you should use the sRGB pixel formats intead.
|
||||
/// > example. These are all hacks and you should use the sRGB pixel formats instead.
|
||||
///
|
||||
/// If you follow these three rules, then everything should render the same way on all platforms.
|
||||
///
|
||||
|
@ -510,7 +510,7 @@ impl<W> Surface<W> {
|
||||
}
|
||||
}
|
||||
|
||||
/// Retreives the capabilities of a surface when used by a certain device.
|
||||
/// Retrieves the capabilities of a surface when used by a certain device.
|
||||
///
|
||||
/// # Panic
|
||||
///
|
||||
@ -704,7 +704,7 @@ impl From<Error> for SurfaceCreationError {
|
||||
}
|
||||
}
|
||||
|
||||
/// Error that can happen when retreiving a surface's capabilities.
|
||||
/// Error that can happen when retrieving a surface's capabilities.
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
|
||||
#[repr(u32)]
|
||||
pub enum CapabilitiesError {
|
||||
|
@ -126,9 +126,9 @@ pub fn present<F, W>(swapchain: Arc<Swapchain<W>>, before: F, queue: Arc<Queue>,
|
||||
}
|
||||
|
||||
/// Same as `swapchain::present`, except it allows specifying a present region.
|
||||
/// Areas outside the present region may be ignored by vulkan in order to optimize presentation.
|
||||
/// Areas outside the present region may be ignored by Vulkan in order to optimize presentation.
|
||||
///
|
||||
/// This is just an optimizaion hint, as the vulkan driver is free to ignore the given present region.
|
||||
/// This is just an optimization hint, as the Vulkan driver is free to ignore the given present region.
|
||||
///
|
||||
/// If `VK_KHR_incremental_present` is not enabled on the device, the parameter will be ignored.
|
||||
pub fn present_incremental<F, W>(swapchain: Arc<Swapchain<W>>, before: F, queue: Arc<Queue>,
|
||||
|
@ -29,9 +29,9 @@ use vk;
|
||||
|
||||
/// A fence is used to know when a command buffer submission has finished its execution.
|
||||
///
|
||||
/// When a command buffer accesses a ressource, you have to ensure that the CPU doesn't access
|
||||
/// the same ressource simultaneously (except for concurrent reads). Therefore in order to know
|
||||
/// when the CPU can access a ressource again, a fence has to be used.
|
||||
/// When a command buffer accesses a resource, you have to ensure that the CPU doesn't access
|
||||
/// the same resource simultaneously (except for concurrent reads). Therefore in order to know
|
||||
/// when the CPU can access a resource again, a fence has to be used.
|
||||
#[derive(Debug)]
|
||||
pub struct Fence<D = Arc<Device>>
|
||||
where D: SafeDeref<Target = Device>
|
||||
|
@ -120,7 +120,7 @@ enum FenceSignalFutureState<F> {
|
||||
Cleaned,
|
||||
|
||||
// A function panicked while the state was being modified. Should never happen.
|
||||
Poisonned,
|
||||
Poisoned,
|
||||
}
|
||||
|
||||
impl<F> FenceSignalFuture<F>
|
||||
@ -194,10 +194,10 @@ impl<F> FenceSignalFuture<F>
|
||||
fn flush_impl(&self, state: &mut MutexGuard<FenceSignalFutureState<F>>)
|
||||
-> Result<(), FlushError> {
|
||||
unsafe {
|
||||
// In this function we temporarily replace the current state with `Poisonned` at the
|
||||
// In this function we temporarily replace the current state with `Poisoned` at the
|
||||
// beginning, and we take care to always put back a value into `state` before
|
||||
// returning (even in case of error).
|
||||
let old_state = mem::replace(&mut **state, FenceSignalFutureState::Poisonned);
|
||||
let old_state = mem::replace(&mut **state, FenceSignalFutureState::Poisoned);
|
||||
|
||||
let (previous, fence, partially_flushed) = match old_state {
|
||||
FenceSignalFutureState::Pending(prev, fence) => {
|
||||
@ -207,7 +207,7 @@ impl<F> FenceSignalFuture<F>
|
||||
(prev, fence, true)
|
||||
},
|
||||
other => {
|
||||
// We were already flushed in the past, or we're already poisonned. Don't do
|
||||
// We were already flushed in the past, or we're already poisoned. Don't do
|
||||
// anything.
|
||||
**state = other;
|
||||
return Ok(());
|
||||
@ -305,7 +305,7 @@ impl<F> FenceSignalFutureState<F> {
|
||||
FenceSignalFutureState::PartiallyFlushed(ref prev, _) => Some(prev),
|
||||
FenceSignalFutureState::Flushed(ref prev, _) => Some(prev),
|
||||
FenceSignalFutureState::Cleaned => None,
|
||||
FenceSignalFutureState::Poisonned => None,
|
||||
FenceSignalFutureState::Poisoned => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -333,7 +333,7 @@ unsafe impl<F> GpuFuture for FenceSignalFuture<F>
|
||||
}
|
||||
},
|
||||
FenceSignalFutureState::Cleaned |
|
||||
FenceSignalFutureState::Poisonned => (),
|
||||
FenceSignalFutureState::Poisoned => (),
|
||||
FenceSignalFutureState::Pending(_, _) => unreachable!(),
|
||||
FenceSignalFutureState::PartiallyFlushed(_, _) => unreachable!(),
|
||||
}
|
||||
@ -355,7 +355,7 @@ unsafe impl<F> GpuFuture for FenceSignalFuture<F>
|
||||
prev.signal_finished();
|
||||
},
|
||||
FenceSignalFutureState::Cleaned |
|
||||
FenceSignalFutureState::Poisonned => (),
|
||||
FenceSignalFutureState::Poisoned => (),
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
@ -442,7 +442,7 @@ impl<F> Drop for FenceSignalFuture<F>
|
||||
FenceSignalFutureState::Cleaned => {
|
||||
// Also a normal situation. The user called `cleanup_finished()` before dropping.
|
||||
},
|
||||
FenceSignalFutureState::Poisonned => {
|
||||
FenceSignalFutureState::Poisoned => {
|
||||
// The previous future was already dropped and blocked the current queue.
|
||||
},
|
||||
FenceSignalFutureState::Pending(_, _) |
|
||||
|
@ -53,7 +53,7 @@
|
||||
//! Respecting the order of operations on the GPU is important, as it is what *proves* vulkano that
|
||||
//! what you are doing is indeed safe. For example if you submit two operations that modify the
|
||||
//! same buffer, then you need to execute one after the other instead of submitting them
|
||||
//! independantly. Failing to do so would mean that these two operations could potentially execute
|
||||
//! independently. Failing to do so would mean that these two operations could potentially execute
|
||||
//! simultaneously on the GPU, which would be unsafe.
|
||||
//!
|
||||
//! This is done by calling one of the methods of the `GpuFuture` trait. For example calling
|
||||
@ -131,7 +131,7 @@ mod semaphore;
|
||||
/// Declares in which queue(s) a resource can be used.
|
||||
///
|
||||
/// When you create a buffer or an image, you have to tell the Vulkan library in which queue
|
||||
/// families it will be used. The vulkano library requires you to tell in which queue famiily
|
||||
/// families it will be used. The vulkano library requires you to tell in which queue family
|
||||
/// the resource will be used, even for exclusive mode.
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
// TODO: remove
|
||||
|
Loading…
Reference in New Issue
Block a user