mirror of
https://github.com/vulkano-rs/vulkano.git
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4c515a81cb
* Make each example its own workspace member * Fix runtime-shader example * Fix shader-include example * Fix teapot example * Fix `run_all.sh` * Fix output files getting saved in cwd * Fix spelling for examples readme filename * Remove wrong leftover dependencies for gl-interop * Fix pipeline-cache example * Clearer .gitignore * Help cargo be less useless
611 lines
22 KiB
Rust
611 lines
22 KiB
Rust
// Copyright (c) 2016 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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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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// This is a modification of the triangle example, that demonstrates the basics of occlusion
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// queries. Occlusion queries allow you to query whether, and sometimes how many, pixels pass the
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// depth test in a range of draw calls.
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use std::sync::Arc;
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use vulkano::{
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buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage,
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RenderPassBeginInfo,
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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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format::Format,
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image::{view::ImageView, Image, ImageCreateInfo, ImageType, ImageUsage},
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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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graphics::{
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color_blend::{ColorBlendAttachmentState, ColorBlendState},
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depth_stencil::{DepthState, DepthStencilState},
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input_assembly::InputAssemblyState,
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multisample::MultisampleState,
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rasterization::RasterizationState,
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vertex_input::{Vertex, VertexDefinition},
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viewport::{Viewport, ViewportState},
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GraphicsPipelineCreateInfo,
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},
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layout::PipelineDescriptorSetLayoutCreateInfo,
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DynamicState, GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo,
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},
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query::{QueryControlFlags, QueryPool, QueryPoolCreateInfo, QueryResultFlags, QueryType},
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render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass},
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swapchain::{
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acquire_next_image, Surface, Swapchain, SwapchainCreateInfo, SwapchainPresentInfo,
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},
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sync::{self, GpuFuture},
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Validated, VulkanError, VulkanLibrary,
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};
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use winit::{
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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fn main() {
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let event_loop = EventLoop::new();
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let library = VulkanLibrary::new().unwrap();
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let required_extensions = Surface::required_extensions(&event_loop);
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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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enabled_extensions: required_extensions,
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..Default::default()
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},
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)
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.unwrap();
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let window = Arc::new(WindowBuilder::new().build(&event_loop).unwrap());
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let surface = Surface::from_window(instance.clone(), window.clone()).unwrap();
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let device_extensions = DeviceExtensions {
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khr_swapchain: 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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p.queue_family_properties()
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.iter()
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.enumerate()
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.position(|(i, q)| {
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q.queue_flags.intersects(QueueFlags::GRAPHICS)
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&& p.surface_support(i as u32, &surface).unwrap_or(false)
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})
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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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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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let queue = queues.next().unwrap();
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let (mut swapchain, images) = {
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let surface_capabilities = device
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.physical_device()
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.surface_capabilities(&surface, Default::default())
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.unwrap();
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let image_format = device
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.physical_device()
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.surface_formats(&surface, Default::default())
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.unwrap()[0]
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.0;
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Swapchain::new(
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device.clone(),
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surface,
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SwapchainCreateInfo {
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min_image_count: surface_capabilities.min_image_count.max(2),
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image_format,
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image_extent: window.inner_size().into(),
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image_usage: ImageUsage::COLOR_ATTACHMENT,
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composite_alpha: surface_capabilities
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.supported_composite_alpha
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.into_iter()
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.next()
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.unwrap(),
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..Default::default()
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},
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)
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.unwrap()
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};
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let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
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#[derive(BufferContents, Vertex)]
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#[repr(C)]
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struct Vertex {
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#[format(R32G32B32_SFLOAT)]
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position: [f32; 3],
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#[format(R32G32B32_SFLOAT)]
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color: [f32; 3],
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}
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let vertices = [
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// The first triangle (red) is the same one as in the triangle example.
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Vertex {
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position: [-0.5, -0.25, 0.5],
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color: [1.0, 0.0, 0.0],
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},
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Vertex {
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position: [0.0, 0.5, 0.5],
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color: [1.0, 0.0, 0.0],
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},
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Vertex {
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position: [0.25, -0.1, 0.5],
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color: [1.0, 0.0, 0.0],
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},
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// The second triangle (cyan) is the same shape and position as the first, but smaller, and
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// moved behind a bit. It should be completely occluded by the first triangle. (You can
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// lower its z value to put it in front.)
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Vertex {
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position: [-0.25, -0.125, 0.6],
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color: [0.0, 1.0, 1.0],
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},
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Vertex {
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position: [0.0, 0.25, 0.6],
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color: [0.0, 1.0, 1.0],
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},
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Vertex {
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position: [0.125, -0.05, 0.6],
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color: [0.0, 1.0, 1.0],
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},
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// The third triangle (green) is the same shape and size as the first, but moved to the
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// left and behind the second. It is partially occluded by the first two.
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Vertex {
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position: [-0.25, -0.25, 0.7],
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color: [0.0, 1.0, 0.0],
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},
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Vertex {
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position: [0.25, 0.5, 0.7],
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color: [0.0, 1.0, 0.0],
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},
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Vertex {
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position: [0.5, -0.1, 0.7],
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color: [0.0, 1.0, 0.0],
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},
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];
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let vertex_buffer = Buffer::from_iter(
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memory_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::VERTEX_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_SEQUENTIAL_WRITE,
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..Default::default()
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},
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vertices,
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)
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.unwrap();
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// Create three buffer slices, one for each triangle.
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let triangle1 = vertex_buffer.clone().slice(0..3);
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let triangle2 = vertex_buffer.clone().slice(3..6);
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let triangle3 = vertex_buffer.slice(6..9);
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// Create a query pool for occlusion queries, with 3 slots.
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let query_pool = QueryPool::new(
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device.clone(),
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QueryPoolCreateInfo {
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query_count: 3,
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..QueryPoolCreateInfo::query_type(QueryType::Occlusion)
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},
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)
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.unwrap();
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// Create a buffer on the CPU to hold the results of the three queries. Query results are
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// always represented as either `u32` or `u64`. For occlusion queries, you always need one
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// element per query. You can ask for the number of elements needed at runtime by calling
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// `QueryType::result_len`. If you retrieve query results with `with_availability` enabled,
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// then this array needs to be 6 elements long instead of 3.
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let mut query_results = [0u32; 3];
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mod vs {
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vulkano_shaders::shader! {
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ty: "vertex",
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src: r"
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#version 450
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 color;
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layout(location = 0) out vec3 v_color;
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void main() {
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v_color = color;
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gl_Position = vec4(position, 1.0);
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}
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",
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}
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}
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mod fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: r"
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#version 450
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layout(location = 0) in vec3 v_color;
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(v_color, 1.0);
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}
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",
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}
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}
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let render_pass = vulkano::single_pass_renderpass!(
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device.clone(),
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attachments: {
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color: {
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format: swapchain.image_format(),
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samples: 1,
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load_op: Clear,
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store_op: Store,
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},
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depth_stencil: {
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format: Format::D16_UNORM,
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samples: 1,
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load_op: Clear,
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store_op: DontCare,
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},
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},
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pass: {
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color: [color],
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depth_stencil: {depth_stencil},
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},
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)
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.unwrap();
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let pipeline = {
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let vs = vs::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 fs = fs::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 vertex_input_state = Vertex::per_vertex()
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.definition(&vs.info().input_interface)
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.unwrap();
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let stages = [
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PipelineShaderStageCreateInfo::new(vs),
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PipelineShaderStageCreateInfo::new(fs),
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];
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let layout = PipelineLayout::new(
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device.clone(),
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PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
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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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let subpass = Subpass::from(render_pass.clone(), 0).unwrap();
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GraphicsPipeline::new(
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device.clone(),
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None,
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GraphicsPipelineCreateInfo {
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stages: stages.into_iter().collect(),
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vertex_input_state: Some(vertex_input_state),
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input_assembly_state: Some(InputAssemblyState::default()),
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viewport_state: Some(ViewportState::default()),
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rasterization_state: Some(RasterizationState::default()),
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multisample_state: Some(MultisampleState::default()),
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// Enable depth testing, which is needed for occlusion queries to make sense at all. If you
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// disable depth testing, every pixel is considered to pass the depth test, so every query
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// will return a nonzero result.
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depth_stencil_state: Some(DepthStencilState {
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depth: Some(DepthState::simple()),
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..Default::default()
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}),
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color_blend_state: Some(ColorBlendState::with_attachment_states(
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subpass.num_color_attachments(),
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ColorBlendAttachmentState::default(),
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)),
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dynamic_state: [DynamicState::Viewport].into_iter().collect(),
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subpass: Some(subpass.into()),
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..GraphicsPipelineCreateInfo::layout(layout)
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},
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)
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.unwrap()
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};
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let mut viewport = Viewport {
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offset: [0.0, 0.0],
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extent: [0.0, 0.0],
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depth_range: 0.0..=1.0,
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};
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let command_buffer_allocator =
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StandardCommandBufferAllocator::new(device.clone(), Default::default());
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let mut framebuffers = window_size_dependent_setup(
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&images,
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render_pass.clone(),
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&mut viewport,
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memory_allocator.clone(),
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);
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let mut recreate_swapchain = false;
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let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
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event_loop.run(move |event, _, control_flow| match event {
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => {
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*control_flow = ControlFlow::Exit;
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}
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Event::WindowEvent {
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event: WindowEvent::Resized(_),
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..
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} => {
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recreate_swapchain = true;
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}
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Event::RedrawEventsCleared => {
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let image_extent: [u32; 2] = window.inner_size().into();
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if image_extent.contains(&0) {
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return;
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}
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previous_frame_end.as_mut().unwrap().cleanup_finished();
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if recreate_swapchain {
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let (new_swapchain, new_images) = swapchain
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.recreate(SwapchainCreateInfo {
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image_extent,
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..swapchain.create_info()
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})
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.expect("failed to recreate swapchain");
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swapchain = new_swapchain;
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framebuffers = window_size_dependent_setup(
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&new_images,
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render_pass.clone(),
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&mut viewport,
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memory_allocator.clone(),
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);
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recreate_swapchain = false;
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}
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let (image_index, suboptimal, acquire_future) =
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match acquire_next_image(swapchain.clone(), None).map_err(Validated::unwrap) {
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Ok(r) => r,
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Err(VulkanError::OutOfDate) => {
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recreate_swapchain = true;
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return;
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}
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Err(e) => panic!("failed to acquire next image: {e}"),
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};
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if suboptimal {
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recreate_swapchain = true;
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}
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let mut builder = AutoCommandBufferBuilder::primary(
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&command_buffer_allocator,
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queue.queue_family_index(),
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CommandBufferUsage::OneTimeSubmit,
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)
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.unwrap();
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// Beginning or resetting a query is unsafe for now.
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unsafe {
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builder
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// A query must be reset before each use, including the first use. This must be
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// done outside a render pass.
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.reset_query_pool(query_pool.clone(), 0..3)
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.unwrap()
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.set_viewport(0, [viewport.clone()].into_iter().collect())
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.unwrap()
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.bind_pipeline_graphics(pipeline.clone())
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.unwrap()
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.begin_render_pass(
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RenderPassBeginInfo {
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clear_values: vec![Some([0.0, 0.0, 1.0, 1.0].into()), Some(1.0.into())],
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..RenderPassBeginInfo::framebuffer(
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framebuffers[image_index as usize].clone(),
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)
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},
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Default::default(),
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)
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.unwrap()
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// Begin query 0, then draw the red triangle. Enabling the
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// `QueryControlFlags::PRECISE` flag would give exact numeric results. This
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// needs the `occlusion_query_precise` feature to be enabled on the device.
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.begin_query(
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query_pool.clone(),
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0,
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QueryControlFlags::empty(),
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// QueryControlFlags::PRECISE,
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)
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.unwrap()
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.bind_vertex_buffers(0, triangle1.clone())
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.unwrap()
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.draw(triangle1.len() as u32, 1, 0, 0)
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.unwrap()
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// End query 0.
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.end_query(query_pool.clone(), 0)
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.unwrap()
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// Begin query 1 for the cyan triangle.
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.begin_query(query_pool.clone(), 1, QueryControlFlags::empty())
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.unwrap()
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.bind_vertex_buffers(0, triangle2.clone())
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.unwrap()
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.draw(triangle2.len() as u32, 1, 0, 0)
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.unwrap()
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.end_query(query_pool.clone(), 1)
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.unwrap()
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// Finally, query 2 for the green triangle.
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.begin_query(query_pool.clone(), 2, QueryControlFlags::empty())
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.unwrap()
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.bind_vertex_buffers(0, triangle3.clone())
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.unwrap()
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.draw(triangle3.len() as u32, 1, 0, 0)
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.unwrap()
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.end_query(query_pool.clone(), 2)
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.unwrap()
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.end_render_pass(Default::default())
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.unwrap();
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}
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let command_buffer = builder.build().unwrap();
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let future = previous_frame_end
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.take()
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.unwrap()
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.join(acquire_future)
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.then_execute(queue.clone(), command_buffer)
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.unwrap()
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.then_swapchain_present(
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queue.clone(),
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SwapchainPresentInfo::swapchain_image_index(swapchain.clone(), image_index),
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)
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.then_signal_fence_and_flush();
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match future.map_err(Validated::unwrap) {
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Ok(future) => {
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previous_frame_end = Some(future.boxed());
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}
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Err(VulkanError::OutOfDate) => {
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recreate_swapchain = true;
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previous_frame_end = Some(sync::now(device.clone()).boxed());
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}
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Err(e) => {
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println!("failed to flush future: {e}");
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|
previous_frame_end = Some(sync::now(device.clone()).boxed());
|
|
}
|
|
}
|
|
|
|
// Retrieve the query results. This copies the results to a variable on the CPU. You
|
|
// can also use the `copy_query_pool_results` function on a command buffer to write
|
|
// results to a Vulkano buffer. This could then be used to influence draw operations
|
|
// further down the line, either in the same frame or a future frame.
|
|
#[rustfmt::skip]
|
|
query_pool.get_results(
|
|
0..3,
|
|
&mut query_results,
|
|
// Block the function call until the results are available.
|
|
// NOTE: If not all the queries have actually been executed, then this will
|
|
// wait forever for something that never happens!
|
|
QueryResultFlags::WAIT
|
|
|
|
// Enable this flag to give partial results if available, instead of waiting
|
|
// for the full results.
|
|
// | QueryResultFlags::PARTIAL
|
|
|
|
// Blocking and waiting will ensure the results are always available after the
|
|
// function returns.
|
|
//
|
|
// If you disable waiting, then this flag can be enabled to include the
|
|
// availability of each query's results. You need one extra element per query
|
|
// in your `query_results` buffer for this. This element will be filled with a
|
|
// zero/nonzero value indicating availability.
|
|
// | QueryResultFlags::WITH_AVAILABILITY
|
|
)
|
|
.unwrap();
|
|
|
|
// If the `precise` bit was not enabled, then you're only guaranteed to get a boolean
|
|
// result here: zero if all pixels were occluded, nonzero if only some were occluded.
|
|
// Enabling `precise` will give the exact number of pixels.
|
|
|
|
// Query 0 (red triangle) will always succeed, because the depth buffer starts empty
|
|
// and will never occlude anything.
|
|
assert_ne!(query_results[0], 0);
|
|
|
|
// Query 1 (cyan triangle) will fail, because it's drawn completely behind the first.
|
|
assert_eq!(query_results[1], 0);
|
|
|
|
// Query 2 (green triangle) will succeed, because it's only partially occluded.
|
|
assert_ne!(query_results[2], 0);
|
|
}
|
|
_ => (),
|
|
});
|
|
}
|
|
|
|
fn window_size_dependent_setup(
|
|
images: &[Arc<Image>],
|
|
render_pass: Arc<RenderPass>,
|
|
viewport: &mut Viewport,
|
|
memory_allocator: Arc<StandardMemoryAllocator>,
|
|
) -> Vec<Arc<Framebuffer>> {
|
|
let extent = images[0].extent();
|
|
viewport.extent = [extent[0] as f32, extent[1] as f32];
|
|
|
|
let depth_attachment = ImageView::new_default(
|
|
Image::new(
|
|
memory_allocator,
|
|
ImageCreateInfo {
|
|
image_type: ImageType::Dim2d,
|
|
format: Format::D16_UNORM,
|
|
extent: images[0].extent(),
|
|
usage: ImageUsage::DEPTH_STENCIL_ATTACHMENT | ImageUsage::TRANSIENT_ATTACHMENT,
|
|
..Default::default()
|
|
},
|
|
AllocationCreateInfo::default(),
|
|
)
|
|
.unwrap(),
|
|
)
|
|
.unwrap();
|
|
|
|
images
|
|
.iter()
|
|
.map(|image| {
|
|
let view = ImageView::new_default(image.clone()).unwrap();
|
|
Framebuffer::new(
|
|
render_pass.clone(),
|
|
FramebufferCreateInfo {
|
|
attachments: vec![view, depth_attachment.clone()],
|
|
..Default::default()
|
|
},
|
|
)
|
|
.unwrap()
|
|
})
|
|
.collect::<Vec<_>>()
|
|
}
|