mirror of
https://github.com/vulkano-rs/vulkano.git
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289ec102e0
* Document shader safety requirements, make draw/dispatch unsafe * Extra docs * Doctests * Max index value * Small change * Update vulkano/src/command_buffer/mod.rs Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com> * Update vulkano/src/command_buffer/mod.rs Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com> --------- Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
212 lines
7.0 KiB
Rust
212 lines
7.0 KiB
Rust
use std::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, CommandBuffer, CommandBufferBeginInfo,
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CommandBufferInheritanceInfo, CommandBufferLevel, CommandBufferUsage,
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RecordingCommandBuffer,
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},
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device::Queue,
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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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render_pass::Subpass,
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};
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pub struct TriangleDrawSystem {
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gfx_queue: Arc<Queue>,
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vertex_buffer: Subbuffer<[TriangleVertex]>,
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subpass: Subpass,
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pipeline: Arc<GraphicsPipeline>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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}
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impl TriangleDrawSystem {
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/// Initializes a triangle drawing system.
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pub fn new(
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gfx_queue: Arc<Queue>,
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subpass: Subpass,
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memory_allocator: Arc<StandardMemoryAllocator>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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) -> TriangleDrawSystem {
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let vertices = [
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TriangleVertex {
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position: [-0.5, -0.25],
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},
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TriangleVertex {
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position: [0.0, 0.5],
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},
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TriangleVertex {
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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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.expect("failed to create buffer");
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let pipeline = {
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let device = gfx_queue.device();
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let vs = vs::load(device.clone())
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.expect("failed to create shader module")
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.entry_point("main")
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.expect("shader entry point not found");
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let fs = fs::load(device.clone())
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.expect("failed to create shader module")
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.entry_point("main")
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.expect("shader entry point not found");
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let vertex_input_state = TriangleVertex::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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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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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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multisample_state: Some(MultisampleState::default()),
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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.clone().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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TriangleDrawSystem {
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gfx_queue,
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vertex_buffer,
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subpass,
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pipeline,
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command_buffer_allocator,
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}
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}
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/// Builds a secondary command buffer that draws the triangle on the current subpass.
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pub fn draw(&self, viewport_dimensions: [u32; 2]) -> Arc<CommandBuffer> {
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let mut builder = RecordingCommandBuffer::new(
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self.command_buffer_allocator.clone(),
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self.gfx_queue.queue_family_index(),
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CommandBufferLevel::Secondary,
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CommandBufferBeginInfo {
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usage: CommandBufferUsage::MultipleSubmit,
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inheritance_info: Some(CommandBufferInheritanceInfo {
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render_pass: Some(self.subpass.clone().into()),
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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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builder
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.set_viewport(
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0,
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[Viewport {
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offset: [0.0, 0.0],
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extent: [viewport_dimensions[0] as f32, viewport_dimensions[1] as f32],
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depth_range: 0.0..=1.0,
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}]
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.into_iter()
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.collect(),
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)
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.unwrap()
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.bind_pipeline_graphics(self.pipeline.clone())
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.unwrap()
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.bind_vertex_buffers(0, self.vertex_buffer.clone())
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.unwrap();
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unsafe {
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builder
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.draw(self.vertex_buffer.len() as u32, 1, 0, 0)
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.unwrap();
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}
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builder.end().unwrap()
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}
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}
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#[derive(BufferContents, Vertex)]
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#[repr(C)]
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struct TriangleVertex {
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#[format(R32G32_SFLOAT)]
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position: [f32; 2],
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}
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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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layout(location = 1) out vec4 f_normal;
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void main() {
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f_color = vec4(1.0, 1.0, 1.0, 1.0);
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f_normal = vec4(0.0, 0.0, 1.0, 0.0);
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}
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",
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}
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}
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