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4d96d9a912
Add a GraphicsPipelineBuilder
406 lines
19 KiB
Rust
406 lines
19 KiB
Rust
// Copyright (c) 2016 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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// 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
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// and that you want to learn Vulkan. This means that for example it won't go into details about
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// what a vertex or a shader is.
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// The `vulkano` crate is the main crate that you must use to use Vulkan.
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#[macro_use]
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extern crate vulkano;
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// The `vulkano_shader_derive` crate allows us to use the `VulkanoShader` custom derive that we use
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// in this example.
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#[macro_use]
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extern crate vulkano_shader_derive;
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// However the Vulkan library doesn't provide any functionality to create and handle windows, as
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// this would be out of scope. In order to open a window, we are going to use the `winit` crate.
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extern crate winit;
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// The `vulkano_win` crate is the link between `vulkano` and `winit`. Vulkano doesn't know about
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// winit, and winit doesn't know about vulkano, so import a crate that will provide a link between
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// the two.
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extern crate vulkano_win;
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use vulkano_win::VkSurfaceBuild;
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use vulkano::buffer::BufferUsage;
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use vulkano::buffer::CpuAccessibleBuffer;
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use vulkano::command_buffer::AutoCommandBufferBuilder;
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use vulkano::command_buffer::CommandBufferBuilder;
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use vulkano::command_buffer::DynamicState;
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use vulkano::device::Device;
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use vulkano::framebuffer::Framebuffer;
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use vulkano::framebuffer::Subpass;
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use vulkano::instance::Instance;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano::swapchain;
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use vulkano::swapchain::PresentMode;
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use vulkano::swapchain::SurfaceTransform;
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use vulkano::swapchain::Swapchain;
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use vulkano::sync::now;
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use vulkano::sync::GpuFuture;
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use std::iter;
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use std::sync::Arc;
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use std::time::Duration;
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fn main() {
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// The first step of any vulkan program is to create an instance.
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let instance = {
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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
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// to enable manually. To do so, we ask the `vulkano_win` crate for the list of extensions
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// required to draw to a window.
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let extensions = vulkano_win::required_extensions();
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// Now creating the instance.
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Instance::new(None, &extensions, None).expect("failed to create Vulkan instance")
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};
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// We then choose which physical device to use.
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//
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// In a real application, there are three things to take into consideration:
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//
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// - Some devices may not support some of the optional features that may be required by your
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// application. You should filter out the devices that don't support your app.
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//
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// - Not all devices can draw to a certain surface. Once you create your window, you have to
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// choose a device that is capable of drawing to it.
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//
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// - You probably want to leave the choice between the remaining devices to the user.
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//
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// For the sake of the example we are just going to use the first device, which should work
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// most of the time.
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let physical = vulkano::instance::PhysicalDevice::enumerate(&instance)
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.next().expect("no device available");
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// Some little debug infos.
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println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
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// The objective of this example is to draw a triangle on a window. To do so, we first need to
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// create the window.
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//
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// This is done by creating a `WindowBuilder` from the `winit` crate, then calling the
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// `build_vk_surface` method provided by the `VkSurfaceBuild` trait from `vulkano_win`. If you
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// ever get an error about `build_vk_surface` being undefined in one of your projects, this
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// probably means that you forgot to import this trait.
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//
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// This returns a `vulkano_win::Window` object that contains both a cross-platform winit
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// window and a cross-platform Vulkan surface that represents the surface of the window.
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let events_loop = winit::EventsLoop::new();
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let window = winit::WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap();
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// The next step is to choose which GPU queue will 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 draw queue
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// and a compute queue), similar to CPU threads. This is something you have to have to manage
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// manually in Vulkan.
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//
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// In a real-life application, we would probably use at least a graphics queue and a transfers
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// queue to handle data transfers in parallel. In this example we only use one queue.
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//
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// We have to choose which queues to use early on, because we will need this info very soon.
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let queue = physical.queue_families().find(|&q| {
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// We take the first queue that supports drawing to our window.
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q.supports_graphics() && window.surface().is_supported(q).unwrap_or(false)
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}).expect("couldn't find a graphical queue family");
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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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// We have to pass five parameters when creating a device:
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//
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// - Which physical device to connect to.
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//
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// - A list of optional features and extensions that our program needs to work correctly.
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// Some parts of the Vulkan specs are optional and must be enabled manually at device
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// creation. In this example the only thing we are going to need is the `khr_swapchain`
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// extension that allows us to draw to a window.
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//
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// - A list of layers to enable. This is very niche, and you will usually pass `None`.
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//
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// - The list of queues that we are going to use. The exact parameter is an iterator whose
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// items are `(Queue, f32)` where the floating-point represents the priority of the queue
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// between 0.0 and 1.0. The priority of the queue is a hint to the implementation about how
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// much it should prioritize queues between one another.
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//
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// The list of created queues is returned by the function alongside with the device.
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let (device, mut queues) = {
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let device_ext = vulkano::device::DeviceExtensions {
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khr_swapchain: true,
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.. vulkano::device::DeviceExtensions::none()
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};
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Device::new(&physical, physical.supported_features(), &device_ext,
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[(queue, 0.5)].iter().cloned()).expect("failed to create device")
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};
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// Since we can request multiple queues, the `queues` variable is in fact an iterator. In this
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// example we use only one queue, so we just retreive the first and only element of the
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// iterator and throw it away.
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let queue = queues.next().unwrap();
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// Before we can draw on the surface, we have to create what is called a swapchain. Creating
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// a swapchain allocates the color buffers that will contain the image that will ultimately
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// be visible on the screen. These images are returned alongside with 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 caps = window.surface().capabilities(physical)
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.expect("failed to get surface capabilities");
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// We choose the dimensions of the swapchain to match the current dimensions of the window.
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// If `caps.current_extent` is `None`, this means that the window size will be determined
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// by the dimensions of the swapchain, in which case we just use a default value.
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let dimensions = caps.current_extent.unwrap_or([1280, 1024]);
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// The alpha mode indicates how the alpha value of the final image will behave. For example
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// you can choose whether the window will be opaque or transparent.
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let alpha = caps.supported_composite_alpha.iter().next().unwrap();
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// Choosing the internal format that the images will have.
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let format = caps.supported_formats[0].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(device.clone(), window.surface().clone(), caps.min_image_count, format,
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dimensions, 1, caps.supported_usage_flags, &queue,
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SurfaceTransform::Identity, alpha, PresentMode::Fifo, true,
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None).expect("failed to create swapchain")
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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 vertex_buffer = {
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#[derive(Debug, Clone)]
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struct Vertex { position: [f32; 2] }
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impl_vertex!(Vertex, position);
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), Some(queue.family()), [
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Vertex { position: [-0.5, -0.25] },
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Vertex { position: [0.0, 0.5] },
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Vertex { position: [0.25, -0.1] }
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].iter().cloned()).expect("failed to create buffer")
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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 reasons.
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//
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// TODO: explain this in details
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mod vs {
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#[derive(VulkanoShader)]
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#[ty = "vertex"]
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#[src = "
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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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struct Dummy;
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}
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mod fs {
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#[derive(VulkanoShader)]
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#[ty = "fragment"]
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#[src = "
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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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struct Dummy;
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}
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let vs = vs::Shader::load(&device).expect("failed to create shader module");
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let fs = fs::Shader::load(&device).expect("failed to create shader module");
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// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
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// implicitely does a lot of computation whenever you draw. In Vulkan, you have to do all this
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// manually.
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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
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// where the colors, depth and/or stencil information will be written.
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let render_pass = Arc::new(single_pass_renderpass!(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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// `load: 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: Clear,
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// `store: 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: Store,
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// `format: <ty>` indicates the type of the format of the image. This has to
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// be one of the types of the `vulkano::format` module (or alternatively one
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// of your structs that implements the `FormatDesc` trait). Here we use the
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// generic `vulkano::format::Format` enum because we don't know the format in
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// advance.
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format: swapchain.format(),
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// TODO:
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samples: 1,
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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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).unwrap());
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// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
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// program, but much more specific.
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let pipeline = Arc::new(GraphicsPipeline::start()
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// We need to indicate the layout of the vertices.
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// The type `SingleBufferDefinition` actually contains a template parameter corresponding
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// to the type of each vertex. But in this code it is automatically inferred.
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.vertex_input_single_buffer()
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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. The `main` word of `main_entry_point` actually corresponds to the name of
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// the entry point.
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.vertex_shader(vs.main_entry_point(), ())
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// The content of the vertex buffer describes a list of triangles.
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.triangle_list()
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// TODO: switch to dynamic viewports and explain how it works
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.viewports(iter::once(Viewport {
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origin: [0.0, 0.0],
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depth_range: 0.0 .. 1.0,
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dimensions: [images[0].dimensions()[0] as f32, images[0].dimensions()[1] as f32],
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}))
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// See `vertex_shader`.
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.fragment_shader(fs.main_entry_point(), ())
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
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.build(device.clone())
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.unwrap());
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// The render pass we created above only describes the layout of our framebuffers. Before we
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// 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 for
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// each image.
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let framebuffers = images.iter().map(|image| {
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Arc::new(Framebuffer::start(render_pass.clone())
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.add(image.clone()).unwrap()
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.build().unwrap())
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}).collect::<Vec<_>>();
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// Initialization is finally finished!
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// In the loop below we are going to submit commands to the GPU. Submitting a command produces
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// an object that implements the `GpuFuture` trait, which holds the resources for as long as
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// they are in use by the GPU.
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//
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// Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to avoid
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// that, we store the submission of the previous frame here.
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let mut previous_frame_end = Box::new(now(device.clone())) as Box<GpuFuture>;
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loop {
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// It is important to call this function from time to time, otherwise resources will keep
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// accumulating and you will eventually reach an out of memory error.
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// Calling this function polls various fences in order to determine what the GPU has
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// already processed, and frees the resources that are no longer needed.
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previous_frame_end.cleanup_finished();
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// Before we can draw on the output, we have to *acquire* an image from the swapchain. If
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// no image is available (which happens if you submit draw commands too quickly), then the
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// function will block.
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// This operation returns the index of the image that we are allowed to draw upon.
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//
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// This function can block if no image is available. The parameter is a timeout after
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// which the function call will return an error.
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let (image_num, acquire_future) = swapchain::acquire_next_image(swapchain.clone(),
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Duration::new(1, 0)).unwrap();
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// In order to draw, we have to build a *command buffer*. The command buffer object holds
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// the list of commands that are going to be executed.
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//
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// Building a command buffer is an expensive operation (usually a few hundred
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// microseconds), but it is known to be a hot path in the driver and is expected to be
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// optimized.
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//
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// Note that we have to pass a queue family when we create the command buffer. The command
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// buffer will only be executable on that given queue family.
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let command_buffer = AutoCommandBufferBuilder::new(device.clone(), queue.family()).unwrap()
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// Before we can draw, we have to *enter a render pass*. There are two methods to do
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// this: `draw_inline` and `draw_secondary`. The latter is a bit more advanced and is
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// not covered here.
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//
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// The third parameter builds the list of values to clear the attachments with. The API
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// is similar to the list of attachments when building the framebuffers, except that
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// only the attachments that use `load: Clear` appear in the list.
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.begin_render_pass(framebuffers[image_num].clone(), false,
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vec![[0.0, 0.0, 1.0, 1.0].into()])
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.unwrap()
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// We are now inside the first subpass of the render pass. We add a draw command.
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//
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// The last two parameters contain the list of resources to pass to the shaders.
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// Since we used an `EmptyPipeline` object, the objects have to be `()`.
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.draw(pipeline.clone(), DynamicState::none(), vertex_buffer.clone(), (), ())
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.unwrap()
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// We leave the render pass by calling `draw_end`. Note that if we had multiple
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// subpasses we could have called `next_inline` (or `next_secondary`) to jump to the
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// next subpass.
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.end_render_pass()
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.unwrap()
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// Finish building the command buffer by calling `build`.
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.build().unwrap();
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let future = previous_frame_end.join(acquire_future)
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.then_execute(queue.clone(), command_buffer).unwrap()
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// The color output is now expected to contain our triangle. But in order to show it on
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// the screen, we have to *present* the image by calling `present`.
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//
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// This function does not actually present the image immediately. Instead it submits a
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// present command at the end of the queue. This means that it will only be presented once
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// the GPU has finished executing the command buffer that draws the triangle.
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.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
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.then_signal_fence_and_flush().unwrap();
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previous_frame_end = Box::new(future) as Box<_>;
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// Note that in more complex programs it is likely that one of `acquire_next_image`,
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// `command_buffer::submit`, or `present` will block for some time. This happens when the
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// GPU's queue is full and the driver has to wait until the GPU finished some work.
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//
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// Unfortunately the Vulkan API doesn't provide any way to not wait or to detect when a
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// wait would happen. Blocking may be the desired behavior, but if you don't want to
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// block you should spawn a separate thread dedicated to submissions.
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// Handling the window events in order to close the program when the user wants to close
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// it.
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let mut done = false;
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events_loop.poll_events(|ev| {
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match ev {
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winit::Event::WindowEvent { event: winit::WindowEvent::Closed, .. } => done = true,
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_ => ()
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}
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});
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if done { return; }
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}
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}
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