mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-30 02:34:48 +00:00
63a53f1b93
* Descriptor set revamp * Fix tests * Fix examples * Add `DescriptorSet::update_unchecked` * Fix docs * Add `Debug` impls * Add `DescriptorSet::update_by_ref[_unchecked]` * Rename `UnsafeDescriptorSet` to `RawDescriptorSet` * Fix outdated docs for `DescriptorPool`
650 lines
24 KiB
Rust
650 lines
24 KiB
Rust
// A minimal particle-sandbox to demonstrate a reasonable use-case for a device-local buffer. We
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// gain significant runtime performance by writing the inital vertex values to the GPU using a
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// staging buffer and then copying the data to a device-local buffer to be accessed solely by the
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// GPU through the compute shader and as a vertex array.
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use std::{error::Error, sync::Arc, time::SystemTime};
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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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CopyBufferInfo, PrimaryCommandBufferAbstract, RenderPassBeginInfo,
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},
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descriptor_set::{
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allocator::StandardDescriptorSetAllocator, DescriptorSet, WriteDescriptorSet,
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},
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device::{
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physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, QueueCreateInfo,
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QueueFlags,
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},
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image::{view::ImageView, 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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compute::ComputePipelineCreateInfo,
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graphics::{
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color_blend::{ColorBlendAttachmentState, ColorBlendState},
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input_assembly::{InputAssemblyState, PrimitiveTopology},
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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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ComputePipeline, GraphicsPipeline, PipelineBindPoint, PipelineLayout,
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PipelineShaderStageCreateInfo,
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},
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render_pass::{Framebuffer, FramebufferCreateInfo, Subpass},
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swapchain::{
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acquire_next_image, PresentMode, Surface, Swapchain, SwapchainCreateInfo,
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SwapchainPresentInfo,
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},
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sync::{self, future::FenceSignalFuture, GpuFuture},
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Validated, 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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const WINDOW_WIDTH: u32 = 800;
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const WINDOW_HEIGHT: u32 = 600;
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const PARTICLE_COUNT: usize = 100_000;
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fn main() -> Result<(), impl Error> {
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// The usual Vulkan initialization. Largely the same as example `triangle.rs` until further
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// commentation is provided.
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let event_loop = EventLoop::new().unwrap();
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let library = VulkanLibrary::new().unwrap();
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let required_extensions = Surface::required_extensions(&event_loop).unwrap();
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let instance = Instance::new(
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library,
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InstanceCreateInfo {
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enabled_extensions: required_extensions,
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flags: InstanceCreateFlags::ENUMERATE_PORTABILITY,
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..Default::default()
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},
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)
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.unwrap();
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let window = Arc::new(
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WindowBuilder::new()
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// For simplicity, we are going to assert that the window size is static.
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.with_resizable(false)
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.with_title("simple particles")
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.with_inner_size(winit::dpi::PhysicalSize::new(WINDOW_WIDTH, WINDOW_HEIGHT))
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.build(&event_loop)
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.unwrap(),
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);
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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 (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_WIDTH, WINDOW_HEIGHT],
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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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present_mode: PresentMode::Fifo,
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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 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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},
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pass: {
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color: [color],
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depth_stencil: {},
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},
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)
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.unwrap();
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let framebuffers: Vec<Arc<Framebuffer>> = images
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.into_iter()
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.map(|img| {
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let view = ImageView::new_default(img).unwrap();
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Framebuffer::new(
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render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![view],
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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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.collect();
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// Compute shader for updating the position and velocity of each particle every frame.
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mod cs {
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vulkano_shaders::shader! {
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ty: "compute",
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src: r"
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#version 450
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layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
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struct VertexData {
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vec2 pos;
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vec2 vel;
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};
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// Storage buffer binding, which we optimize by using a DeviceLocalBuffer.
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layout (binding = 0) buffer VertexBuffer {
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VertexData verticies[];
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};
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// Allow push constants to define a parameters of compute.
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layout (push_constant) uniform PushConstants {
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vec2 attractor;
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float attractor_strength;
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float delta_time;
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} push;
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// Keep this value in sync with the `maxSpeed` const in the vertex shader.
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const float maxSpeed = 10.0;
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const float minLength = 0.02;
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const float friction = -2.0;
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void main() {
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const uint index = gl_GlobalInvocationID.x;
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vec2 vel = verticies[index].vel;
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// Update particle position according to velocity.
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vec2 pos = verticies[index].pos + push.delta_time * vel;
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// Bounce particle off screen-border.
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if (abs(pos.x) > 1.0) {
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vel.x = sign(pos.x) * (-0.95 * abs(vel.x) - 0.0001);
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if (abs(pos.x) >= 1.05) {
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pos.x = sign(pos.x);
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}
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}
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if (abs(pos.y) > 1.0) {
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vel.y = sign(pos.y) * (-0.95 * abs(vel.y) - 0.0001);
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if (abs(pos.y) >= 1.05) {
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pos.y = sign(pos.y);
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}
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}
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// Simple inverse-square force.
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vec2 t = push.attractor - pos;
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float r = max(length(t), minLength);
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vec2 force = push.attractor_strength * (t / r) / (r * r);
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// Update velocity, enforcing a maximum speed.
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vel += push.delta_time * force;
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if (length(vel) > maxSpeed) {
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vel = maxSpeed*normalize(vel);
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}
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// Set new values back into buffer.
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verticies[index].pos = pos;
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verticies[index].vel = vel * exp(friction * push.delta_time);
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}
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",
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}
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}
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// The vertex shader determines color and is run once per particle. The vertices will be
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// updated by the compute shader each frame.
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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 pos;
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layout(location = 1) in vec2 vel;
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layout(location = 0) out vec4 outColor;
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// Keep this value in sync with the `maxSpeed` const in the compute shader.
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const float maxSpeed = 10.0;
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void main() {
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gl_Position = vec4(pos, 0.0, 1.0);
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gl_PointSize = 1.0;
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// Mix colors based on position and velocity.
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outColor = mix(
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0.2 * vec4(pos, abs(vel.x) + abs(vel.y), 1.0),
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vec4(1.0, 0.5, 0.8, 1.0),
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sqrt(length(vel) / maxSpeed)
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);
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}
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",
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}
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}
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// The fragment shader will only need to apply the color forwarded by the vertex shader,
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// because the color of a particle should be identical over all pixels.
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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 vec4 outColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = outColor;
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}
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",
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}
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}
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let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
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let descriptor_set_allocator = Arc::new(StandardDescriptorSetAllocator::new(
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device.clone(),
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Default::default(),
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));
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let command_buffer_allocator =
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StandardCommandBufferAllocator::new(device.clone(), Default::default());
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#[derive(BufferContents, Vertex)]
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#[repr(C)]
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struct Vertex {
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#[format(R32G32_SFLOAT)]
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pos: [f32; 2],
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#[format(R32G32_SFLOAT)]
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vel: [f32; 2],
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}
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// Apply scoped logic to create `DeviceLocalBuffer` initialized with vertex data.
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let vertex_buffer = {
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// Initialize vertex data as an iterator.
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let vertices = (0..PARTICLE_COUNT).map(|i| {
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let f = i as f32 / (PARTICLE_COUNT / 10) as f32;
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Vertex {
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pos: [2. * f.fract() - 1., 0.2 * f.floor() - 1.],
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vel: [0.; 2],
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}
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});
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// Create a CPU-accessible buffer initialized with the vertex data.
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let temporary_accessible_buffer = Buffer::from_iter(
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memory_allocator.clone(),
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BufferCreateInfo {
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// Specify this buffer will be used as a transfer source.
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usage: BufferUsage::TRANSFER_SRC,
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..Default::default()
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},
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AllocationCreateInfo {
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// Specify this buffer will be used for uploading to the GPU.
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memory_type_filter: MemoryTypeFilter::PREFER_HOST
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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 a buffer in device-local memory with enough space for `PARTICLE_COUNT` number of
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// `Vertex`.
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let device_local_buffer = Buffer::new_slice::<Vertex>(
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memory_allocator,
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BufferCreateInfo {
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// Specify use as a storage buffer, vertex buffer, and transfer destination.
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usage: BufferUsage::STORAGE_BUFFER
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| BufferUsage::TRANSFER_DST
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| BufferUsage::VERTEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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// Specify this buffer will only be used by the device.
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE,
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..Default::default()
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},
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PARTICLE_COUNT as vulkano::DeviceSize,
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)
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.unwrap();
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// Create one-time command to copy between the buffers.
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let mut cbb = 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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cbb.copy_buffer(CopyBufferInfo::buffers(
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temporary_accessible_buffer,
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device_local_buffer.clone(),
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))
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.unwrap();
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let cb = cbb.build().unwrap();
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// Execute copy and wait for copy to complete before proceeding.
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cb.execute(queue.clone())
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.unwrap()
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.then_signal_fence_and_flush()
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.unwrap()
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.wait(None /* timeout */)
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.unwrap();
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device_local_buffer
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};
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// Create a compute-pipeline for applying the compute shader to vertices.
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let compute_pipeline = {
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let cs = cs::load(device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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let stage = PipelineShaderStageCreateInfo::new(cs);
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let layout = PipelineLayout::new(
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device.clone(),
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PipelineDescriptorSetLayoutCreateInfo::from_stages([&stage])
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.into_pipeline_layout_create_info(device.clone())
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.expect("failed to create descriptor set layouts"),
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)
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.expect("failed to create pipeline layout");
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ComputePipeline::new(
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device.clone(),
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None,
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ComputePipelineCreateInfo::stage_layout(stage, layout),
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)
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.expect("failed to create compute shader")
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};
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// Create a new descriptor set for binding vertices as a storage buffer.
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use vulkano::pipeline::Pipeline; // Required to access the `layout` method of pipeline.
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let descriptor_set = DescriptorSet::new(
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descriptor_set_allocator.clone(),
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compute_pipeline
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.layout()
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.set_layouts()
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// 0 is the index of the descriptor set.
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.get(0)
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.unwrap()
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.clone(),
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[
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// 0 is the binding of the data in this set. We bind the `Buffer` of vertices here.
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WriteDescriptorSet::buffer(0, vertex_buffer.clone()),
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],
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[],
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)
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.unwrap();
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// Create a basic graphics pipeline for rendering particles.
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let graphics_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, 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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// Vertices will be rendered as a list of points.
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input_assembly_state: Some(InputAssemblyState {
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topology: PrimitiveTopology::PointList,
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..Default::default()
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}),
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viewport_state: Some(ViewportState {
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viewports: [Viewport {
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offset: [0.0, 0.0],
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extent: [WINDOW_WIDTH as f32, WINDOW_HEIGHT 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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..Default::default()
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}),
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rasterization_state: Some(RasterizationState::default()),
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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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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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|
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let mut fences: Vec<Option<FenceSignalFuture<_>>> =
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(0..framebuffers.len()).map(|_| None).collect();
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let mut previous_fence_index = 0u32;
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|
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let start_time = SystemTime::now();
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let mut last_frame_time = start_time;
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event_loop.run(move |event, elwt| {
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elwt.set_control_flow(ControlFlow::Poll);
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|
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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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elwt.exit();
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}
|
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Event::WindowEvent {
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event: WindowEvent::RedrawRequested,
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|
..
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} => {
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let image_extent: [u32; 2] = window.inner_size().into();
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|
|
if image_extent.contains(&0) {
|
|
return;
|
|
}
|
|
|
|
// Update per-frame variables.
|
|
let now = SystemTime::now();
|
|
let time = now.duration_since(start_time).unwrap().as_secs_f32();
|
|
let delta_time = now.duration_since(last_frame_time).unwrap().as_secs_f32();
|
|
last_frame_time = now;
|
|
|
|
// Create push contants to be passed to compute shader.
|
|
let push_constants = cs::PushConstants {
|
|
attractor: [0.75 * (3. * time).cos(), 0.6 * (0.75 * time).sin()],
|
|
attractor_strength: 1.2 * (2. * time).cos(),
|
|
delta_time,
|
|
};
|
|
|
|
// Acquire information on the next swapchain target.
|
|
let (image_index, suboptimal, acquire_future) = match acquire_next_image(
|
|
swapchain.clone(),
|
|
None, // timeout
|
|
) {
|
|
Ok(tuple) => tuple,
|
|
Err(e) => panic!("failed to acquire next image: {e}"),
|
|
};
|
|
|
|
// Since we disallow resizing, assert that the swapchain and surface are optimally
|
|
// configured.
|
|
assert!(
|
|
!suboptimal,
|
|
"not handling sub-optimal swapchains in this sample code",
|
|
);
|
|
|
|
// If this image buffer already has a future then attempt to cleanup fence
|
|
// resources. Usually the future for this index will have completed by the time we
|
|
// are rendering it again.
|
|
if let Some(image_fence) = &mut fences[image_index as usize] {
|
|
image_fence.cleanup_finished()
|
|
}
|
|
|
|
// If the previous image has a fence then use it for synchronization, else create
|
|
// a new one.
|
|
let previous_future = match fences[previous_fence_index as usize].take() {
|
|
// Ensure current frame is synchronized with previous.
|
|
Some(fence) => fence.boxed(),
|
|
// Create new future to guarentee synchronization with (fake) previous frame.
|
|
None => sync::now(device.clone()).boxed(),
|
|
};
|
|
|
|
let mut builder = AutoCommandBufferBuilder::primary(
|
|
&command_buffer_allocator,
|
|
queue.queue_family_index(),
|
|
CommandBufferUsage::OneTimeSubmit,
|
|
)
|
|
.unwrap();
|
|
builder
|
|
// Push constants for compute shader.
|
|
.push_constants(compute_pipeline.layout().clone(), 0, push_constants)
|
|
.unwrap()
|
|
// Perform compute operation to update particle positions.
|
|
.bind_pipeline_compute(compute_pipeline.clone())
|
|
.unwrap()
|
|
.bind_descriptor_sets(
|
|
PipelineBindPoint::Compute,
|
|
compute_pipeline.layout().clone(),
|
|
0, // Bind this descriptor set to index 0.
|
|
descriptor_set.clone(),
|
|
)
|
|
.unwrap()
|
|
.dispatch([PARTICLE_COUNT as u32 / 128, 1, 1])
|
|
.unwrap()
|
|
// Use render-pass to draw particles to swapchain.
|
|
.begin_render_pass(
|
|
RenderPassBeginInfo {
|
|
clear_values: vec![Some([0., 0., 0., 1.].into())],
|
|
..RenderPassBeginInfo::framebuffer(
|
|
framebuffers[image_index as usize].clone(),
|
|
)
|
|
},
|
|
Default::default(),
|
|
)
|
|
.unwrap()
|
|
.bind_pipeline_graphics(graphics_pipeline.clone())
|
|
.unwrap()
|
|
.bind_vertex_buffers(0, vertex_buffer.clone())
|
|
.unwrap()
|
|
.draw(PARTICLE_COUNT as u32, 1, 0, 0)
|
|
.unwrap()
|
|
.end_render_pass(Default::default())
|
|
.unwrap();
|
|
let command_buffer = builder.build().unwrap();
|
|
|
|
let future = previous_future
|
|
.join(acquire_future)
|
|
.then_execute(queue.clone(), command_buffer)
|
|
.unwrap()
|
|
.then_swapchain_present(
|
|
queue.clone(),
|
|
SwapchainPresentInfo::swapchain_image_index(swapchain.clone(), image_index),
|
|
)
|
|
.then_signal_fence_and_flush();
|
|
|
|
// Update this frame's future with current fence.
|
|
fences[image_index as usize] = match future.map_err(Validated::unwrap) {
|
|
// Success, store result into vector.
|
|
Ok(future) => Some(future),
|
|
|
|
// Unknown failure.
|
|
Err(e) => panic!("failed to flush future: {e}"),
|
|
};
|
|
previous_fence_index = image_index;
|
|
}
|
|
Event::AboutToWait => window.request_redraw(),
|
|
_ => (),
|
|
}
|
|
})
|
|
}
|