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f6bc05df94
* Update dependencies * fmt
792 lines
36 KiB
Rust
792 lines
36 KiB
Rust
// Welcome to the triangle example!
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//
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// This is the only example that is entirely detailed. All the other examples avoid code
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// duplication by using helper functions.
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//
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// This example assumes that you are already more or less familiar with graphics programming and
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// that you want to learn Vulkan. This means that for example it won't go into details about what a
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// vertex or a shader is.
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use std::{error::Error, sync::Arc};
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use vulkano::{
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buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, CommandBufferBeginInfo, CommandBufferLevel,
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CommandBufferUsage, RecordingCommandBuffer, RenderPassBeginInfo, SubpassBeginInfo,
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SubpassContents,
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},
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device::{
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physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, Queue,
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QueueCreateInfo, QueueFlags,
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},
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image::{view::ImageView, Image, 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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input_assembly::InputAssemblyState,
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multisample::MultisampleState,
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rasterization::RasterizationState,
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vertex_input::{Vertex, VertexDefinition},
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viewport::{Viewport, ViewportState},
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GraphicsPipelineCreateInfo,
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},
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layout::PipelineDescriptorSetLayoutCreateInfo,
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DynamicState, GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo,
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},
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render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass},
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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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application::ApplicationHandler,
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event::WindowEvent,
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event_loop::{ActiveEventLoop, EventLoop},
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window::{Window, WindowId},
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};
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fn main() -> Result<(), impl Error> {
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let event_loop = EventLoop::new().unwrap();
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let mut app = App::new(&event_loop);
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event_loop.run_app(&mut app)
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}
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struct App {
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instance: Arc<Instance>,
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device: Arc<Device>,
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queue: Arc<Queue>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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vertex_buffer: Subbuffer<[MyVertex]>,
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rcx: Option<RenderContext>,
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}
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struct RenderContext {
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window: Arc<Window>,
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swapchain: Arc<Swapchain>,
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render_pass: Arc<RenderPass>,
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framebuffers: Vec<Arc<Framebuffer>>,
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pipeline: Arc<GraphicsPipeline>,
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viewport: Viewport,
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recreate_swapchain: bool,
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previous_frame_end: Option<Box<dyn GpuFuture>>,
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}
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impl App {
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fn new(event_loop: &EventLoop<()>) -> Self {
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let library = VulkanLibrary::new().unwrap();
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// The first step of any Vulkan program is to create an instance.
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//
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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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// All the window-drawing functionalities are part of non-core extensions that we need to
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// enable manually. To do so, we ask `Surface` for the list of extensions required to draw
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// to a window.
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let required_extensions = Surface::required_extensions(event_loop).unwrap();
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// Now creating the instance.
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let instance = Instance::new(
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library,
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InstanceCreateInfo {
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// Enable enumerating devices that use non-conformant Vulkan implementations.
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// (e.g. MoltenVK)
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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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// Choose device extensions that we're going to use. In order to present images to a
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// surface, we need a `Swapchain`, which is provided by the `khr_swapchain` extension.
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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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// We then choose which physical device to use. First, we enumerate all the available
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// physical devices, then apply filters to narrow them down to those that can support our
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// needs.
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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| {
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// Some devices may not support the extensions or features that your application,
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// or report properties and limits that are not sufficient for your application.
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// These should be filtered out here.
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p.supported_extensions().contains(&device_extensions)
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})
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.filter_map(|p| {
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// For each physical device, we try to find a suitable queue family that will
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// execute our draw commands.
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//
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// Devices can provide multiple queues to run commands in parallel (for example a
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// draw queue and a compute queue), similar to CPU threads. This is
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// something you have to have to manage manually in Vulkan. Queues
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// of the same type belong to the same queue family.
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//
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// Here, we look for a single queue family that is suitable for our purposes. In a
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// real-world application, you may want to use a separate dedicated transfer queue
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// to handle data transfers in parallel with graphics operations.
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// You may also need a separate queue for compute operations, if
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// your application uses those.
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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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// We select a queue family that supports graphics operations. When drawing
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// to a window surface, as we do in this example, we also need to check
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// that queues in this queue family are capable of presenting images to the
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// surface.
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q.queue_flags.intersects(QueueFlags::GRAPHICS)
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&& p.presentation_support(i as u32, event_loop).unwrap()
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})
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// The code here searches for the first queue family that is suitable. If none
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// is found, `None` is returned to `filter_map`, which
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// disqualifies this physical device.
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.map(|i| (p, i as u32))
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})
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// All the physical devices that pass the filters above are suitable for the
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// application. However, not every device is equal, some are preferred over others.
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// Now, we assign each physical device a score, and pick the device with the lowest
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// ("best") score.
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//
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// In this example, we simply select the best-scoring device to use in the application.
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// In a real-world setting, you may want to use the best-scoring device only as a
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// "default" or "recommended" device, and let the user choose the device themself.
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.min_by_key(|(p, _)| {
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// We assign a lower score to device types that are likely to be faster/better.
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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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})
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.expect("no suitable physical device found");
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// Some little debug infos.
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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. This is probably the most important object of Vulkan.
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//
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// An iterator of created queues is returned by the function alongside the device.
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let (device, mut queues) = Device::new(
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// Which physical device to connect to.
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physical_device,
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DeviceCreateInfo {
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// A list of optional features and extensions that our program needs to work
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// correctly. Some parts of the Vulkan specs are optional and must be enabled
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// manually at device creation. In this example the only thing we are going to need
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// is the `khr_swapchain` extension that allows us to draw to a window.
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enabled_extensions: device_extensions,
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// The list of queues that we are going to use. Here we only use one queue, from
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// the previously chosen queue family.
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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. We
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// only use one queue in this example, so we just retrieve the first and only element of
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// the iterator.
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let queue = queues.next().unwrap();
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let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
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// Before we can start creating and recording command buffers, we need a way of allocating
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// them. Vulkano provides a command buffer allocator, which manages raw Vulkan command
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// pools underneath and provides a safe interface for them.
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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 now create a buffer that will store the shape of our triangle.
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let vertices = [
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MyVertex {
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position: [-0.5, -0.25],
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},
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MyVertex {
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position: [0.0, 0.5],
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},
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MyVertex {
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position: [0.25, -0.1],
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},
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];
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let vertex_buffer = Buffer::from_iter(
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memory_allocator,
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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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let rcx = None;
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App {
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instance,
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device,
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queue,
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command_buffer_allocator,
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vertex_buffer,
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rcx,
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}
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}
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}
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impl ApplicationHandler for App {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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// The objective of this example is to draw a triangle on a window. To do so, we first need
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// to create the window. We use the `WindowBuilder` from the `winit` crate to do that here.
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//
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// Before we can render to a window, we must first create a `vulkano::swapchain::Surface`
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// object from it, which represents the drawable surface of a window. For that we must wrap
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// the `winit::window::Window` in an `Arc`.
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let window = Arc::new(
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event_loop
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.create_window(Window::default_attributes())
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.unwrap(),
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);
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let surface = Surface::from_window(self.instance.clone(), window.clone()).unwrap();
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let window_size = window.inner_size();
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// Before we can draw on the surface, we have to create what is called a swapchain.
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// Creating a swapchain allocates the color buffers that will contain the image that will
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// ultimately be visible on the screen. These images are returned alongside the swapchain.
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let (swapchain, images) = {
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// Querying the capabilities of the surface. When we create the swapchain we can only
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// pass values that are allowed by the capabilities.
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let surface_capabilities = self
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.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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// Choosing the internal format that the images will have.
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let (image_format, _) = self
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.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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// Please take a look at the docs for the meaning of the parameters we didn't mention.
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Swapchain::new(
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self.device.clone(),
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surface,
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SwapchainCreateInfo {
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// Some drivers report an `min_image_count` of 1, but fullscreen mode requires
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// at least 2. Therefore we must ensure the count is at least 2, otherwise the
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// program would crash when entering fullscreen mode on those drivers.
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min_image_count: surface_capabilities.min_image_count.max(2),
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image_format,
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// The size of the window, only used to initially setup the swapchain.
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//
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// NOTE:
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// On some drivers the swapchain extent is specified by
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// `surface_capabilities.current_extent` and the swapchain size must use this
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// extent. This extent is always the same as the window size.
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//
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// However, other drivers don't specify a value, i.e.
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// `surface_capabilities.current_extent` is `None`. These drivers will allow
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// anything, but the only sensible value is the window size.
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//
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// Both of these cases need the swapchain to use the window size, so we just
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// use that.
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image_extent: window_size.into(),
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image_usage: ImageUsage::COLOR_ATTACHMENT,
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// The alpha mode indicates how the alpha value of the final image will behave.
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// For example, you can choose whether the window will be
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// opaque or transparent.
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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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// The next step is to create the shaders.
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//
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// The raw shader creation API provided by the vulkano library is unsafe for various
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// reasons, so The `shader!` macro provides a way to generate a Rust module from GLSL
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// source - in the example below, the source is provided as a string input directly to the
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// shader, but a path to a source file can be provided as well. Note that the user must
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// specify the type of shader (e.g. "vertex", "fragment", etc.) using the `ty` option of
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// the macro.
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//
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// The items generated by the `shader!` macro include a `load` function which loads the
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// shader using an input logical device. The module also includes type definitions for
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// layout structures defined in the shader source, for example uniforms and push constants.
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//
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// A more detailed overview of what the `shader!` macro generates can be found in the
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// vulkano-shaders crate docs. You can view them at https://docs.rs/vulkano-shaders/
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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 vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 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) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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",
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}
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}
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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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// output of the graphics pipeline will go. It describes the layout of the images where the
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// colors, depth and/or stencil information will be written.
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let render_pass = vulkano::single_pass_renderpass!(
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self.device.clone(),
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attachments: {
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// `color` is a custom name we give to the first and only attachment.
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color: {
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// `format: <ty>` indicates the type of the format of the image. This has to be
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// one of the types of the `vulkano::format` module (or alternatively one of
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// your structs that implements the `FormatDesc` trait). Here we use the same
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// format as the swapchain.
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format: swapchain.image_format(),
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// `samples: 1` means that we ask the GPU to use one sample to determine the
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// value of each pixel in the color attachment. We could use a larger value
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// (multisampling) for antialiasing. An example of this can be found in
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// msaa-renderpass.rs.
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samples: 1,
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// `load_op: Clear` means that we ask the GPU to clear the content of this
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// attachment at the start of the drawing.
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load_op: Clear,
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// `store_op: Store` means that we ask the GPU to store the output of the draw
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// in the actual image. We could also ask it to discard the result.
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store_op: Store,
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},
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},
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pass: {
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// We use the attachment named `color` as the one and only color attachment.
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color: [color],
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// No depth-stencil attachment is indicated with empty brackets.
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depth_stencil: {},
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},
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)
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.unwrap();
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// The render pass we created above only describes the layout of our framebuffers. Before
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// we can draw we also need to create the actual framebuffers.
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//
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// Since we need to draw to multiple images, we are going to create a different framebuffer
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// for each image.
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let framebuffers = window_size_dependent_setup(&images, &render_pass);
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// Before we draw, we have to create what is called a **pipeline**. A pipeline describes
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// how a GPU operation is to be performed. It is similar to an OpenGL program, but it also
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// contains many settings for customization, all baked into a single object. For drawing,
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// we create a **graphics** pipeline, but there are also other types of pipeline.
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let pipeline = {
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// First, we load the shaders that the pipeline will use: the vertex shader and the
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// fragment shader.
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//
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// A Vulkan shader can in theory contain multiple entry points, so we have to specify
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// which one.
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let vs = vs::load(self.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(self.device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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// Automatically generate a vertex input state from the vertex shader's input
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// interface, that takes a single vertex buffer containing `Vertex` structs.
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let vertex_input_state = MyVertex::per_vertex().definition(&vs).unwrap();
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// Make a list of the shader stages that the pipeline will have.
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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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// We must now create a **pipeline layout** object, which describes the locations and
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// types of descriptor sets and push constants used by the shaders in the pipeline.
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//
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// Multiple pipelines can share a common layout object, which is more efficient. The
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// shaders in a pipeline must use a subset of the resources described in its pipeline
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// layout, but the pipeline layout is allowed to contain resources that are not present
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// in the shaders; they can be used by shaders in other pipelines that share the same
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// layout. Thus, it is a good idea to design shaders so that many pipelines have common
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// resource locations, which allows them to share pipeline layouts.
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let layout = PipelineLayout::new(
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self.device.clone(),
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// Since we only have one pipeline in this example, and thus one pipeline layout,
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// we automatically generate the creation info for it from the resources used in
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// the shaders. In a real application, you would specify this information manually
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// so that you can re-use one layout in multiple pipelines.
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PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
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.into_pipeline_layout_create_info(self.device.clone())
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.unwrap(),
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)
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.unwrap();
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// We have to indicate which subpass of which render pass this pipeline is going to be
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// used in. The pipeline will only be usable from this particular subpass.
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let subpass = Subpass::from(render_pass.clone(), 0).unwrap();
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// Finally, create the pipeline.
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GraphicsPipeline::new(
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self.device.clone(),
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None,
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GraphicsPipelineCreateInfo {
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stages: stages.into_iter().collect(),
|
|
// How vertex data is read from the vertex buffers into the vertex shader.
|
|
vertex_input_state: Some(vertex_input_state),
|
|
// How vertices are arranged into primitive shapes. The default primitive shape
|
|
// is a triangle.
|
|
input_assembly_state: Some(InputAssemblyState::default()),
|
|
// How primitives are transformed and clipped to fit the framebuffer. We use a
|
|
// resizable viewport, set to draw over the entire window.
|
|
viewport_state: Some(ViewportState::default()),
|
|
// How polygons are culled and converted into a raster of pixels. The default
|
|
// value does not perform any culling.
|
|
rasterization_state: Some(RasterizationState::default()),
|
|
// How multiple fragment shader samples are converted to a single pixel value.
|
|
// The default value does not perform any multisampling.
|
|
multisample_state: Some(MultisampleState::default()),
|
|
// How pixel values are combined with the values already present in the
|
|
// framebuffer. The default value overwrites the old value with the new one,
|
|
// without any blending.
|
|
color_blend_state: Some(ColorBlendState::with_attachment_states(
|
|
subpass.num_color_attachments(),
|
|
ColorBlendAttachmentState::default(),
|
|
)),
|
|
// Dynamic states allows us to specify parts of the pipeline settings when
|
|
// recording the command buffer, before we perform drawing. Here, we specify
|
|
// that the viewport should be dynamic.
|
|
dynamic_state: [DynamicState::Viewport].into_iter().collect(),
|
|
subpass: Some(subpass.into()),
|
|
..GraphicsPipelineCreateInfo::layout(layout)
|
|
},
|
|
)
|
|
.unwrap()
|
|
};
|
|
|
|
// Dynamic viewports allow us to recreate just the viewport when the window is resized.
|
|
// Otherwise we would have to recreate the whole pipeline.
|
|
let viewport = Viewport {
|
|
offset: [0.0, 0.0],
|
|
extent: window_size.into(),
|
|
depth_range: 0.0..=1.0,
|
|
};
|
|
|
|
// In some situations, the swapchain will become invalid by itself. This includes for
|
|
// example when the window is resized (as the images of the swapchain will no longer match
|
|
// the window's) or, on Android, when the application went to the background and goes back
|
|
// to the foreground.
|
|
//
|
|
// In this situation, acquiring a swapchain image or presenting it will return an error.
|
|
// Rendering to an image of that swapchain will not produce any error, but may or may not
|
|
// work. To continue rendering, we need to recreate the swapchain by creating a new
|
|
// swapchain. Here, we remember that we need to do this for the next loop iteration.
|
|
let recreate_swapchain = false;
|
|
|
|
// In the `window_event` handler below we are going to submit commands to the GPU.
|
|
// Submitting a command produces an object that implements the `GpuFuture` trait, which
|
|
// holds the resources for as long as they are in use by the GPU.
|
|
//
|
|
// Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to
|
|
// avoid that, we store the submission of the previous frame here.
|
|
let previous_frame_end = Some(sync::now(self.device.clone()).boxed());
|
|
|
|
self.rcx = Some(RenderContext {
|
|
window,
|
|
swapchain,
|
|
render_pass,
|
|
framebuffers,
|
|
pipeline,
|
|
viewport,
|
|
recreate_swapchain,
|
|
previous_frame_end,
|
|
});
|
|
}
|
|
|
|
fn window_event(
|
|
&mut self,
|
|
event_loop: &ActiveEventLoop,
|
|
_window_id: WindowId,
|
|
event: WindowEvent,
|
|
) {
|
|
let rcx = self.rcx.as_mut().unwrap();
|
|
|
|
match event {
|
|
WindowEvent::CloseRequested => {
|
|
event_loop.exit();
|
|
}
|
|
WindowEvent::Resized(_) => {
|
|
rcx.recreate_swapchain = true;
|
|
}
|
|
WindowEvent::RedrawRequested => {
|
|
let window_size = rcx.window.inner_size();
|
|
|
|
// Do not draw the frame when the screen size is zero. On Windows, this can occur
|
|
// when minimizing the application.
|
|
if window_size.width == 0 || window_size.height == 0 {
|
|
return;
|
|
}
|
|
|
|
// It is important to call this function from time to time, otherwise resources
|
|
// will keep accumulating and you will eventually reach an out of memory error.
|
|
// Calling this function polls various fences in order to determine what the GPU
|
|
// has already processed, and frees the resources that are no longer needed.
|
|
rcx.previous_frame_end.as_mut().unwrap().cleanup_finished();
|
|
|
|
// Whenever the window resizes we need to recreate everything dependent on the
|
|
// window size. In this example that includes the swapchain, the framebuffers and
|
|
// the dynamic state viewport.
|
|
if rcx.recreate_swapchain {
|
|
// Use the new dimensions of the window.
|
|
|
|
let (new_swapchain, new_images) = rcx
|
|
.swapchain
|
|
.recreate(SwapchainCreateInfo {
|
|
image_extent: window_size.into(),
|
|
..rcx.swapchain.create_info()
|
|
})
|
|
.expect("failed to recreate swapchain");
|
|
|
|
rcx.swapchain = new_swapchain;
|
|
|
|
// Because framebuffers contains a reference to the old swapchain, we need to
|
|
// recreate framebuffers as well.
|
|
rcx.framebuffers = window_size_dependent_setup(&new_images, &rcx.render_pass);
|
|
|
|
rcx.viewport.extent = window_size.into();
|
|
|
|
rcx.recreate_swapchain = false;
|
|
}
|
|
|
|
// Before we can draw on the output, we have to *acquire* an image from the
|
|
// swapchain. If no image is available (which happens if you submit draw commands
|
|
// too quickly), then the function will block. This operation returns the index of
|
|
// the image that we are allowed to draw upon.
|
|
//
|
|
// This function can block if no image is available. The parameter is an optional
|
|
// timeout after which the function call will return an error.
|
|
let (image_index, suboptimal, acquire_future) = match acquire_next_image(
|
|
rcx.swapchain.clone(),
|
|
None,
|
|
)
|
|
.map_err(Validated::unwrap)
|
|
{
|
|
Ok(r) => r,
|
|
Err(VulkanError::OutOfDate) => {
|
|
rcx.recreate_swapchain = true;
|
|
return;
|
|
}
|
|
Err(e) => panic!("failed to acquire next image: {e}"),
|
|
};
|
|
|
|
// `acquire_next_image` can be successful, but suboptimal. This means that the
|
|
// swapchain image will still work, but it may not display correctly. With some
|
|
// drivers this can be when the window resizes, but it may not cause the swapchain
|
|
// to become out of date.
|
|
if suboptimal {
|
|
rcx.recreate_swapchain = true;
|
|
}
|
|
|
|
// In order to draw, we have to record a *command buffer*. The command buffer
|
|
// object holds the list of commands that are going to be executed.
|
|
//
|
|
// Recording a command buffer is an expensive operation (usually a few hundred
|
|
// microseconds), but it is known to be a hot path in the driver and is expected to
|
|
// be optimized.
|
|
//
|
|
// Note that we have to pass a queue family when we create the command buffer. The
|
|
// command buffer will only be executable on that given queue family.
|
|
let mut builder = RecordingCommandBuffer::new(
|
|
self.command_buffer_allocator.clone(),
|
|
self.queue.queue_family_index(),
|
|
CommandBufferLevel::Primary,
|
|
CommandBufferBeginInfo {
|
|
usage: CommandBufferUsage::OneTimeSubmit,
|
|
..Default::default()
|
|
},
|
|
)
|
|
.unwrap();
|
|
|
|
builder
|
|
// Before we can draw, we have to *enter a render pass*.
|
|
.begin_render_pass(
|
|
RenderPassBeginInfo {
|
|
// A list of values to clear the attachments with. This list contains
|
|
// one item for each attachment in the render pass. In this case, there
|
|
// is only one attachment, and we clear it with a blue color.
|
|
//
|
|
// Only attachments that have `AttachmentLoadOp::Clear` are provided
|
|
// with clear values, any others should use `None` as the clear value.
|
|
clear_values: vec![Some([0.0, 0.0, 1.0, 1.0].into())],
|
|
|
|
..RenderPassBeginInfo::framebuffer(
|
|
rcx.framebuffers[image_index as usize].clone(),
|
|
)
|
|
},
|
|
SubpassBeginInfo {
|
|
// The contents of the first (and only) subpass. This can be either
|
|
// `Inline` or `SecondaryCommandBuffers`. The latter is a bit more
|
|
// advanced and is not covered here.
|
|
contents: SubpassContents::Inline,
|
|
..Default::default()
|
|
},
|
|
)
|
|
.unwrap()
|
|
// We are now inside the first subpass of the render pass.
|
|
//
|
|
// TODO: Document state setting and how it affects subsequent draw commands.
|
|
.set_viewport(0, [rcx.viewport.clone()].into_iter().collect())
|
|
.unwrap()
|
|
.bind_pipeline_graphics(rcx.pipeline.clone())
|
|
.unwrap()
|
|
.bind_vertex_buffers(0, self.vertex_buffer.clone())
|
|
.unwrap();
|
|
|
|
unsafe {
|
|
builder
|
|
// We add a draw command.
|
|
.draw(self.vertex_buffer.len() as u32, 1, 0, 0)
|
|
.unwrap();
|
|
}
|
|
|
|
builder
|
|
// We leave the render pass. Note that if we had multiple subpasses we could
|
|
// have called `next_subpass` to jump to the next subpass.
|
|
.end_render_pass(Default::default())
|
|
.unwrap();
|
|
|
|
// Finish recording the command buffer by calling `end`.
|
|
let command_buffer = builder.end().unwrap();
|
|
|
|
let future = rcx
|
|
.previous_frame_end
|
|
.take()
|
|
.unwrap()
|
|
.join(acquire_future)
|
|
.then_execute(self.queue.clone(), command_buffer)
|
|
.unwrap()
|
|
// The color output is now expected to contain our triangle. But in order to
|
|
// show it on the screen, we have to *present* the image by calling
|
|
// `then_swapchain_present`.
|
|
//
|
|
// This function does not actually present the image immediately. Instead it
|
|
// submits a present command at the end of the queue. This means that it will
|
|
// only be presented once the GPU has finished executing the command buffer
|
|
// that draws the triangle.
|
|
.then_swapchain_present(
|
|
self.queue.clone(),
|
|
SwapchainPresentInfo::swapchain_image_index(
|
|
rcx.swapchain.clone(),
|
|
image_index,
|
|
),
|
|
)
|
|
.then_signal_fence_and_flush();
|
|
|
|
match future.map_err(Validated::unwrap) {
|
|
Ok(future) => {
|
|
rcx.previous_frame_end = Some(future.boxed());
|
|
}
|
|
Err(VulkanError::OutOfDate) => {
|
|
rcx.recreate_swapchain = true;
|
|
rcx.previous_frame_end = Some(sync::now(self.device.clone()).boxed());
|
|
}
|
|
Err(e) => {
|
|
panic!("failed to flush future: {e}");
|
|
// previous_frame_end = Some(sync::now(device.clone()).boxed());
|
|
}
|
|
}
|
|
}
|
|
_ => {}
|
|
}
|
|
}
|
|
|
|
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
|
|
let rcx = self.rcx.as_mut().unwrap();
|
|
rcx.window.request_redraw();
|
|
}
|
|
}
|
|
|
|
// We use `#[repr(C)]` here to force rustc to use a defined layout for our data, as the default
|
|
// representation has *no guarantees*.
|
|
#[derive(BufferContents, Vertex)]
|
|
#[repr(C)]
|
|
struct MyVertex {
|
|
#[format(R32G32_SFLOAT)]
|
|
position: [f32; 2],
|
|
}
|
|
|
|
/// This function is called once during initialization, then again whenever the window is resized.
|
|
fn window_size_dependent_setup(
|
|
images: &[Arc<Image>],
|
|
render_pass: &Arc<RenderPass>,
|
|
) -> Vec<Arc<Framebuffer>> {
|
|
images
|
|
.iter()
|
|
.map(|image| {
|
|
let view = ImageView::new_default(image.clone()).unwrap();
|
|
|
|
Framebuffer::new(
|
|
render_pass.clone(),
|
|
FramebufferCreateInfo {
|
|
attachments: vec![view],
|
|
..Default::default()
|
|
},
|
|
)
|
|
.unwrap()
|
|
})
|
|
.collect::<Vec<_>>()
|
|
}
|