mirror of
https://github.com/vulkano-rs/vulkano.git
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00bb62171f
* Merge `PrimaryAutoCommandBuffer` and `SecondaryAutoCommandBuffer` * Fix docs * Fix examples * Move command buffer creation validation to `RawRecordingCommandBuffer` * Fix `RawRecordingCommandBuffer::end` being safe to call * Remove unsafe block inside `RawRecordingCommandBuffer::end`
266 lines
10 KiB
Rust
266 lines
10 KiB
Rust
// This example demonstrates how to use the compute capabilities of Vulkan.
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//
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// While graphics cards have traditionally been used for graphical operations, over time they have
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// been more or more used for general-purpose operations as well. This is called "General-Purpose
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// GPU", or *GPGPU*. This is what this example demonstrates.
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use std::sync::Arc;
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use vulkano::{
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buffer::{Buffer, BufferCreateInfo, BufferUsage},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, CommandBufferBeginInfo, CommandBufferLevel,
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CommandBufferUsage, RecordingCommandBuffer,
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},
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descriptor_set::{
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allocator::StandardDescriptorSetAllocator, DescriptorSet, WriteDescriptorSet,
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},
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device::{
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physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, QueueCreateInfo,
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QueueFlags,
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},
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instance::{Instance, InstanceCreateFlags, InstanceCreateInfo},
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memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
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pipeline::{
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compute::ComputePipelineCreateInfo, layout::PipelineDescriptorSetLayoutCreateInfo,
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ComputePipeline, Pipeline, PipelineBindPoint, PipelineLayout,
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PipelineShaderStageCreateInfo,
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},
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sync::{self, GpuFuture},
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VulkanLibrary,
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};
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fn main() {
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// As with other examples, the first step is to create an instance.
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let library = VulkanLibrary::new().unwrap();
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let instance = Instance::new(
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library,
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InstanceCreateInfo {
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flags: InstanceCreateFlags::ENUMERATE_PORTABILITY,
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..Default::default()
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},
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)
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.unwrap();
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// Choose which physical device to use.
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let device_extensions = DeviceExtensions {
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khr_storage_buffer_storage_class: true,
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..DeviceExtensions::empty()
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};
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let (physical_device, queue_family_index) = instance
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.enumerate_physical_devices()
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.unwrap()
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.filter(|p| p.supported_extensions().contains(&device_extensions))
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.filter_map(|p| {
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// The Vulkan specs guarantee that a compliant implementation must provide at least one
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// queue that supports compute operations.
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p.queue_family_properties()
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.iter()
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.position(|q| q.queue_flags.intersects(QueueFlags::COMPUTE))
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.map(|i| (p, i as u32))
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})
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.min_by_key(|(p, _)| match p.properties().device_type {
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PhysicalDeviceType::DiscreteGpu => 0,
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PhysicalDeviceType::IntegratedGpu => 1,
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PhysicalDeviceType::VirtualGpu => 2,
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PhysicalDeviceType::Cpu => 3,
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PhysicalDeviceType::Other => 4,
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_ => 5,
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})
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.unwrap();
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println!(
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"Using device: {} (type: {:?})",
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physical_device.properties().device_name,
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physical_device.properties().device_type,
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);
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// Now initializing the device.
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let (device, mut queues) = Device::new(
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physical_device,
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DeviceCreateInfo {
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enabled_extensions: device_extensions,
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queue_create_infos: vec![QueueCreateInfo {
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queue_family_index,
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..Default::default()
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}],
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..Default::default()
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},
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)
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.unwrap();
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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 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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// Now let's get to the actual example.
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//
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// What we are going to do is very basic: we are going to fill a buffer with 64k integers and
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// ask the GPU to multiply each of them by 12.
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//
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// GPUs are very good at parallel computations (SIMD-like operations), and thus will do this
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// much more quickly than a CPU would do. While a CPU would typically multiply them one by one
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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 accessing
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// memory usually outweighs the benefits of a faster calculation. Since both the CPU and the
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// GPU will need to access data, there is no other choice but to transfer the data through the
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// slow PCI express bus.
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// We need to create the compute pipeline that describes our operation.
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//
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// If you are familiar with graphics pipeline, the principle is the same except that compute
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// pipelines are much simpler to create.
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let pipeline = {
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mod cs {
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vulkano_shaders::shader! {
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ty: "compute",
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src: r"
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#version 450
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 0) buffer Data {
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uint data[];
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};
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void main() {
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uint idx = gl_GlobalInvocationID.x;
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data[idx] *= 12;
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}
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",
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}
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}
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let cs = cs::load(device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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let stage = PipelineShaderStageCreateInfo::new(cs);
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let layout = PipelineLayout::new(
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device.clone(),
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PipelineDescriptorSetLayoutCreateInfo::from_stages([&stage])
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.into_pipeline_layout_create_info(device.clone())
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.unwrap(),
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)
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.unwrap();
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ComputePipeline::new(
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device.clone(),
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None,
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ComputePipelineCreateInfo::stage_layout(stage, layout),
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)
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.unwrap()
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};
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let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
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let descriptor_set_allocator = Arc::new(StandardDescriptorSetAllocator::new(
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device.clone(),
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Default::default(),
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));
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let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new(
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device.clone(),
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Default::default(),
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));
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// We start by creating the buffer that will store the data.
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let data_buffer = Buffer::from_iter(
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memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::STORAGE_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
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| MemoryTypeFilter::HOST_RANDOM_ACCESS,
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..Default::default()
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},
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// Iterator that produces the data.
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0..65536u32,
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)
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.unwrap();
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// In order to let the shader access the buffer, we need to build a *descriptor set* that
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// contains the buffer.
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//
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// The resources that we bind to the descriptor set must match the resources expected by the
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// pipeline which we pass as the first parameter.
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//
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// If you want to run the pipeline on multiple different buffers, you need to create multiple
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// descriptor sets that each contain the buffer you want to run the shader on.
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let layout = pipeline.layout().set_layouts().get(0).unwrap();
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let set = DescriptorSet::new(
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descriptor_set_allocator,
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layout.clone(),
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[WriteDescriptorSet::buffer(0, data_buffer.clone())],
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[],
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)
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.unwrap();
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// In order to execute our operation, we have to build a command buffer.
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let mut builder = RecordingCommandBuffer::new(
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command_buffer_allocator,
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queue.queue_family_index(),
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CommandBufferLevel::Primary,
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CommandBufferBeginInfo {
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usage: CommandBufferUsage::OneTimeSubmit,
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..Default::default()
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},
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)
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.unwrap();
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builder
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// The command buffer only does one thing: execute the compute pipeline. This is called a
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// *dispatch* operation.
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//
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// Note that we clone the pipeline and the set. Since they are both wrapped in an `Arc`,
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// this only clones the `Arc` and not the whole pipeline or set (which aren't cloneable
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// anyway). In this example we would avoid cloning them since this is the last time we use
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// them, but in real code you would probably need to clone them.
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.bind_pipeline_compute(pipeline.clone())
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.unwrap()
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.bind_descriptor_sets(
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PipelineBindPoint::Compute,
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pipeline.layout().clone(),
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0,
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set,
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)
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.unwrap()
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.dispatch([1024, 1, 1])
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.unwrap();
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// Finish building the command buffer by calling `build`.
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let command_buffer = builder.end().unwrap();
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// Let's execute this command buffer now.
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let future = sync::now(device)
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.then_execute(queue, command_buffer)
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.unwrap()
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// This line instructs the GPU to signal a *fence* once the command buffer has finished
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// execution. A fence is a Vulkan object that allows the CPU to know when the GPU has
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// reached a certain point. We need to signal a fence here because below we want to block
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// the CPU until the GPU has reached that point in the execution.
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.then_signal_fence_and_flush()
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.unwrap();
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// Blocks execution until the GPU has finished the operation. This method only exists on the
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// future that corresponds to a signalled fence. In other words, this method wouldn't be
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// available if we didn't call `.then_signal_fence_and_flush()` earlier. The `None` parameter
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// is an optional timeout.
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//
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// Note however that dropping the `future` variable (with `drop(future)` for example) would
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// block execution as well, and this would be the case even if we didn't call
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// `.then_signal_fence_and_flush()`. Therefore the actual point of calling
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// `.then_signal_fence_and_flush()` and `.wait()` is to make things more explicit. In the
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// future, if the Rust language gets linear types vulkano may get modified so that only
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// fence-signalled futures can get destroyed like this.
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future.wait(None).unwrap();
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// Now that the GPU is done, the content of the buffer should have been modified. Let's check
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// it out. The call to `read()` would return an error if the buffer was still in use by the
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// GPU.
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let data_buffer_content = data_buffer.read().unwrap();
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for n in 0..65536u32 {
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assert_eq!(data_buffer_content[n as usize], n * 12);
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}
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println!("Success");
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}
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