vulkano/examples/instancing/main.rs
marc0246 f6bc05df94
Update dependencies (#2571)
* Update dependencies

* fmt
2024-10-10 12:16:14 +02:00

571 lines
20 KiB
Rust

// Welcome to the instancing example!
//
// This is a simple, modified version of the `triangle.rs` example that demonstrates how we can use
// the "instancing" technique with vulkano to draw many instances of the triangle.
use std::{error::Error, sync::Arc};
use vulkano::{
buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer},
command_buffer::{
allocator::StandardCommandBufferAllocator, CommandBufferBeginInfo, CommandBufferLevel,
CommandBufferUsage, RecordingCommandBuffer, RenderPassBeginInfo,
},
device::{
physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, Queue,
QueueCreateInfo, QueueFlags,
},
image::{view::ImageView, Image, ImageUsage},
instance::{Instance, InstanceCreateFlags, InstanceCreateInfo},
memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
pipeline::{
graphics::{
color_blend::{ColorBlendAttachmentState, ColorBlendState},
input_assembly::InputAssemblyState,
multisample::MultisampleState,
rasterization::RasterizationState,
vertex_input::{Vertex, VertexDefinition},
viewport::{Viewport, ViewportState},
GraphicsPipelineCreateInfo,
},
layout::PipelineDescriptorSetLayoutCreateInfo,
DynamicState, GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo,
},
render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass},
single_pass_renderpass,
swapchain::{
acquire_next_image, Surface, Swapchain, SwapchainCreateInfo, SwapchainPresentInfo,
},
sync::{self, GpuFuture},
Validated, VulkanError, VulkanLibrary,
};
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, EventLoop},
window::{Window, WindowId},
};
fn main() -> Result<(), impl Error> {
let event_loop = EventLoop::new().unwrap();
let mut app = App::new(&event_loop);
event_loop.run_app(&mut app)
}
struct App {
instance: Arc<Instance>,
device: Arc<Device>,
queue: Arc<Queue>,
command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
vertex_buffer: Subbuffer<[TriangleVertex]>,
instance_buffer: Subbuffer<[InstanceData]>,
rcx: Option<RenderContext>,
}
struct RenderContext {
window: Arc<Window>,
swapchain: Arc<Swapchain>,
render_pass: Arc<RenderPass>,
framebuffers: Vec<Arc<Framebuffer>>,
pipeline: Arc<GraphicsPipeline>,
viewport: Viewport,
recreate_swapchain: bool,
previous_frame_end: Option<Box<dyn GpuFuture>>,
}
impl App {
fn new(event_loop: &EventLoop<()>) -> Self {
let library = VulkanLibrary::new().unwrap();
let required_extensions = Surface::required_extensions(event_loop).unwrap();
let instance = Instance::new(
library,
InstanceCreateInfo {
flags: InstanceCreateFlags::ENUMERATE_PORTABILITY,
enabled_extensions: required_extensions,
..Default::default()
},
)
.unwrap();
let device_extensions = DeviceExtensions {
khr_swapchain: true,
..DeviceExtensions::empty()
};
let (physical_device, queue_family_index) = instance
.enumerate_physical_devices()
.unwrap()
.filter(|p| p.supported_extensions().contains(&device_extensions))
.filter_map(|p| {
p.queue_family_properties()
.iter()
.enumerate()
.position(|(i, q)| {
q.queue_flags.intersects(QueueFlags::GRAPHICS)
&& p.presentation_support(i as u32, event_loop).unwrap()
})
.map(|i| (p, i as u32))
})
.min_by_key(|(p, _)| match p.properties().device_type {
PhysicalDeviceType::DiscreteGpu => 0,
PhysicalDeviceType::IntegratedGpu => 1,
PhysicalDeviceType::VirtualGpu => 2,
PhysicalDeviceType::Cpu => 3,
PhysicalDeviceType::Other => 4,
_ => 5,
})
.unwrap();
println!(
"Using device: {} (type: {:?})",
physical_device.properties().device_name,
physical_device.properties().device_type,
);
let (device, mut queues) = Device::new(
physical_device,
DeviceCreateInfo {
enabled_extensions: device_extensions,
queue_create_infos: vec![QueueCreateInfo {
queue_family_index,
..Default::default()
}],
..Default::default()
},
)
.unwrap();
let queue = queues.next().unwrap();
let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new(
device.clone(),
Default::default(),
));
// We now create a buffer that will store the shape of our triangle. This triangle is
// identical to the one in the `triangle.rs` example.
let vertices = [
TriangleVertex {
position: [-0.5, -0.25],
},
TriangleVertex {
position: [0.0, 0.5],
},
TriangleVertex {
position: [0.25, -0.1],
},
];
let vertex_buffer = Buffer::from_iter(
memory_allocator.clone(),
BufferCreateInfo {
usage: BufferUsage::VERTEX_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
vertices,
)
.unwrap();
// Now we create another buffer that will store the unique data per instance. For this
// example, we'll have the instances form a 10x10 grid that slowly gets larger.
let instances = {
let rows = 10;
let cols = 10;
let n_instances = rows * cols;
let mut data = Vec::new();
for c in 0..cols {
for r in 0..rows {
let half_cell_w = 0.5 / cols as f32;
let half_cell_h = 0.5 / rows as f32;
let x = half_cell_w + (c as f32 / cols as f32) * 2.0 - 1.0;
let y = half_cell_h + (r as f32 / rows as f32) * 2.0 - 1.0;
let position_offset = [x, y];
let scale = (2.0 / rows as f32) * (c * rows + r) as f32 / n_instances as f32;
data.push(InstanceData {
position_offset,
scale,
});
}
}
data
};
let instance_buffer = Buffer::from_iter(
memory_allocator,
BufferCreateInfo {
usage: BufferUsage::VERTEX_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
instances,
)
.unwrap();
App {
instance,
device,
queue,
command_buffer_allocator,
vertex_buffer,
instance_buffer,
rcx: None,
}
}
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let window = Arc::new(
event_loop
.create_window(Window::default_attributes())
.unwrap(),
);
let surface = Surface::from_window(self.instance.clone(), window.clone()).unwrap();
let window_size = window.inner_size();
let (swapchain, images) = {
let surface_capabilities = self
.device
.physical_device()
.surface_capabilities(&surface, Default::default())
.unwrap();
let (image_format, _) = self
.device
.physical_device()
.surface_formats(&surface, Default::default())
.unwrap()[0];
Swapchain::new(
self.device.clone(),
surface,
SwapchainCreateInfo {
min_image_count: surface_capabilities.min_image_count.max(2),
image_format,
image_extent: window_size.into(),
image_usage: ImageUsage::COLOR_ATTACHMENT,
composite_alpha: surface_capabilities
.supported_composite_alpha
.into_iter()
.next()
.unwrap(),
..Default::default()
},
)
.unwrap()
};
let render_pass = single_pass_renderpass!(
self.device.clone(),
attachments: {
color: {
format: swapchain.image_format(),
samples: 1,
load_op: Clear,
store_op: Store,
},
},
pass: {
color: [color],
depth_stencil: {},
},
)
.unwrap();
let framebuffers = window_size_dependent_setup(&images, &render_pass);
mod vs {
vulkano_shaders::shader! {
ty: "vertex",
src: r"
#version 450
// The triangle vertex positions.
layout(location = 0) in vec2 position;
// The per-instance data.
layout(location = 1) in vec2 position_offset;
layout(location = 2) in float scale;
void main() {
// Apply the scale and offset for the instance.
gl_Position = vec4(position * scale + position_offset, 0.0, 1.0);
}
",
}
}
mod fs {
vulkano_shaders::shader! {
ty: "fragment",
src: r"
#version 450
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}
",
}
}
let pipeline = {
let vs = vs::load(self.device.clone())
.unwrap()
.entry_point("main")
.unwrap();
let fs = fs::load(self.device.clone())
.unwrap()
.entry_point("main")
.unwrap();
let vertex_input_state = [TriangleVertex::per_vertex(), InstanceData::per_instance()]
.definition(&vs)
.unwrap();
let stages = [
PipelineShaderStageCreateInfo::new(vs),
PipelineShaderStageCreateInfo::new(fs),
];
let layout = PipelineLayout::new(
self.device.clone(),
PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
.into_pipeline_layout_create_info(self.device.clone())
.unwrap(),
)
.unwrap();
let subpass = Subpass::from(render_pass.clone(), 0).unwrap();
GraphicsPipeline::new(
self.device.clone(),
None,
GraphicsPipelineCreateInfo {
stages: stages.into_iter().collect(),
// Use the implementations of the `Vertex` trait to describe to vulkano how the
// two vertex types are expected to be used.
vertex_input_state: Some(vertex_input_state),
input_assembly_state: Some(InputAssemblyState::default()),
viewport_state: Some(ViewportState::default()),
rasterization_state: Some(RasterizationState::default()),
multisample_state: Some(MultisampleState::default()),
color_blend_state: Some(ColorBlendState::with_attachment_states(
subpass.num_color_attachments(),
ColorBlendAttachmentState::default(),
)),
dynamic_state: [DynamicState::Viewport].into_iter().collect(),
subpass: Some(subpass.into()),
..GraphicsPipelineCreateInfo::layout(layout)
},
)
.unwrap()
};
let viewport = Viewport {
offset: [0.0, 0.0],
extent: window_size.into(),
depth_range: 0.0..=1.0,
};
let previous_frame_end = Some(sync::now(self.device.clone()).boxed());
self.rcx = Some(RenderContext {
window,
swapchain,
render_pass,
framebuffers,
pipeline,
viewport,
recreate_swapchain: false,
previous_frame_end,
});
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_window_id: WindowId,
event: WindowEvent,
) {
let rcx = self.rcx.as_mut().unwrap();
match event {
WindowEvent::CloseRequested => {
event_loop.exit();
}
WindowEvent::Resized(_) => {
rcx.recreate_swapchain = true;
}
WindowEvent::RedrawRequested => {
let window_size = rcx.window.inner_size();
if window_size.width == 0 || window_size.height == 0 {
return;
}
rcx.previous_frame_end.as_mut().unwrap().cleanup_finished();
if rcx.recreate_swapchain {
let (new_swapchain, new_images) = rcx
.swapchain
.recreate(SwapchainCreateInfo {
image_extent: window_size.into(),
..rcx.swapchain.create_info()
})
.expect("failed to recreate swapchain");
rcx.swapchain = new_swapchain;
rcx.framebuffers = window_size_dependent_setup(&new_images, &rcx.render_pass);
rcx.viewport.extent = window_size.into();
rcx.recreate_swapchain = false;
}
let (image_index, suboptimal, acquire_future) = match acquire_next_image(
rcx.swapchain.clone(),
None,
)
.map_err(Validated::unwrap)
{
Ok(r) => r,
Err(VulkanError::OutOfDate) => {
rcx.recreate_swapchain = true;
return;
}
Err(e) => panic!("failed to acquire next image: {e}"),
};
if suboptimal {
rcx.recreate_swapchain = true;
}
let mut builder = RecordingCommandBuffer::new(
self.command_buffer_allocator.clone(),
self.queue.queue_family_index(),
CommandBufferLevel::Primary,
CommandBufferBeginInfo {
usage: CommandBufferUsage::OneTimeSubmit,
..Default::default()
},
)
.unwrap();
builder
.begin_render_pass(
RenderPassBeginInfo {
clear_values: vec![Some([0.0, 0.0, 1.0, 1.0].into())],
..RenderPassBeginInfo::framebuffer(
rcx.framebuffers[image_index as usize].clone(),
)
},
Default::default(),
)
.unwrap()
.set_viewport(0, [rcx.viewport.clone()].into_iter().collect())
.unwrap()
.bind_pipeline_graphics(rcx.pipeline.clone())
.unwrap()
// We pass both our lists of vertices here.
.bind_vertex_buffers(
0,
(self.vertex_buffer.clone(), self.instance_buffer.clone()),
)
.unwrap();
unsafe {
builder
.draw(
self.vertex_buffer.len() as u32,
self.instance_buffer.len() as u32,
0,
0,
)
.unwrap();
}
builder.end_render_pass(Default::default()).unwrap();
let command_buffer = builder.end().unwrap();
let future = rcx
.previous_frame_end
.take()
.unwrap()
.join(acquire_future)
.then_execute(self.queue.clone(), command_buffer)
.unwrap()
.then_swapchain_present(
self.queue.clone(),
SwapchainPresentInfo::swapchain_image_index(
rcx.swapchain.clone(),
image_index,
),
)
.then_signal_fence_and_flush();
match future.map_err(Validated::unwrap) {
Ok(future) => {
rcx.previous_frame_end = Some(future.boxed());
}
Err(VulkanError::OutOfDate) => {
rcx.recreate_swapchain = true;
rcx.previous_frame_end = Some(sync::now(self.device.clone()).boxed());
}
Err(e) => {
println!("failed to flush future: {e}");
rcx.previous_frame_end = Some(sync::now(self.device.clone()).boxed());
}
}
}
_ => {}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
let rcx = self.rcx.as_mut().unwrap();
rcx.window.request_redraw();
}
}
/// The vertex type that we will be used to describe the triangle's geometry.
#[derive(BufferContents, Vertex)]
#[repr(C)]
struct TriangleVertex {
#[format(R32G32_SFLOAT)]
position: [f32; 2],
}
/// The vertex type that describes the unique data per instance.
#[derive(BufferContents, Vertex)]
#[repr(C)]
struct InstanceData {
#[format(R32G32_SFLOAT)]
position_offset: [f32; 2],
#[format(R32_SFLOAT)]
scale: f32,
}
/// This function is called once during initialization, then again whenever the window is resized.
fn window_size_dependent_setup(
images: &[Arc<Image>],
render_pass: &Arc<RenderPass>,
) -> Vec<Arc<Framebuffer>> {
images
.iter()
.map(|image| {
let view = ImageView::new_default(image.clone()).unwrap();
Framebuffer::new(
render_pass.clone(),
FramebufferCreateInfo {
attachments: vec![view],
..Default::default()
},
)
.unwrap()
})
.collect::<Vec<_>>()
}