mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-21 22:34:43 +00:00
1118 lines
42 KiB
Rust
1118 lines
42 KiB
Rust
// This example showcases how you can most effectively update a resource asynchronously, such that
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// your rendering or any other tasks can use the resource without any latency at the same time as
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// it's being updated.
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//
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// There are two kinds of resources that are updated asynchronously here:
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//
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// - A uniform buffer, which needs to be updated every frame.
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// - A large texture, which needs to be updated partially at the request of the user.
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//
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// For the first, since the data needs to be updated every frame, we have to use one buffer per
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// frame in flight. The swapchain most commonly has multiple images that are all processed at the
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// same time, therefore writing the same buffer during each frame in flight would result in one of
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// two things: either you would have to synchronize the writes from the host and reads from the
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// device such that only one of the images in the swapchain is actually processed at any point in
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// time (bad), or a race condition (bad). Therefore we are left with no choice but to use a
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// different buffer for each frame in flight. This is best suited to very small pieces of data that
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// change rapidly, and where the data of one frame doesn't depend on data from a previous one.
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//
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// For the second, since this texture is rather large, we can't afford to overwrite the entire
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// texture every time a part of it needs to be updated. Also, we don't need as many textures as
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// there are frames in flight since the texture doesn't need to be updated every frame, but we
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// still need at least two textures. That way we can write one of the textures at the same time as
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// reading the other, swapping them after the write is done such that the newly updated one is read
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// and the now out-of-date one can be written to next time, known as *eventual consistency*.
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//
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// In an eventually consistent system, a number of *replicas* are used, all of which represent the
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// same data but their consistency is not strict. A replica might be out-of-date for some time
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// before *reaching convergence*, hence becoming consistent, eventually.
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use glam::f32::Mat4;
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use rand::Rng;
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use std::{
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error::Error,
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slice,
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sync::{
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atomic::{AtomicBool, Ordering},
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mpsc, Arc,
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},
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thread,
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time::{SystemTime, UNIX_EPOCH},
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};
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use vulkano::{
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buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage},
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command_buffer::RenderPassBeginInfo,
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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, Queue,
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QueueCreateInfo, QueueFlags,
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},
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format::Format,
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image::{
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sampler::{Sampler, SamplerCreateInfo},
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view::ImageView,
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Image, ImageAspects, ImageCreateInfo, ImageSubresourceLayers, ImageType, ImageUsage,
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},
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instance::{Instance, InstanceCreateFlags, InstanceCreateInfo},
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memory::allocator::{AllocationCreateInfo, DeviceLayout, MemoryTypeFilter},
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pipeline::{
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graphics::{
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color_blend::{ColorBlendAttachmentState, ColorBlendState},
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input_assembly::{InputAssemblyState, 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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DynamicState, GraphicsPipeline, Pipeline, PipelineBindPoint, PipelineLayout,
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PipelineShaderStageCreateInfo,
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},
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render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass},
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swapchain::{Surface, Swapchain, SwapchainCreateInfo},
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sync::Sharing,
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DeviceSize, Validated, VulkanError, VulkanLibrary,
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};
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use vulkano_taskgraph::{
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command_buffer::{
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BufferImageCopy, ClearColorImageInfo, CopyBufferToImageInfo, RecordingCommandBuffer,
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},
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graph::{CompileInfo, ExecutableTaskGraph, ExecuteError, TaskGraph},
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resource::{AccessType, Flight, HostAccessType, ImageLayoutType, Resources},
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resource_map, Id, QueueFamilyType, Task, TaskContext, TaskResult,
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};
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use winit::{
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application::ApplicationHandler,
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event::{ElementState, KeyEvent, WindowEvent},
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event_loop::{ActiveEventLoop, EventLoop},
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keyboard::{Key, NamedKey},
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window::{Window, WindowId},
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};
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const TRANSFER_GRANULARITY: u32 = 4096;
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const MAX_FRAMES_IN_FLIGHT: u32 = 2;
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fn main() -> Result<(), impl Error> {
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let event_loop = EventLoop::new().unwrap();
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let mut app = App::new(&event_loop);
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println!("\nPress space to update part of the texture");
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event_loop.run_app(&mut app)
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}
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struct App {
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instance: Arc<Instance>,
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device: Arc<Device>,
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graphics_family_index: u32,
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transfer_family_index: u32,
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graphics_queue: Arc<Queue>,
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resources: Arc<Resources>,
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graphics_flight_id: Id<Flight>,
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vertex_buffer_id: Id<Buffer>,
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uniform_buffer_ids: [Id<Buffer>; MAX_FRAMES_IN_FLIGHT as usize],
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texture_ids: [Id<Image>; 2],
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current_texture_index: Arc<AtomicBool>,
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channel: mpsc::Sender<()>,
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rcx: Option<RenderContext>,
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}
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struct RenderContext {
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window: Arc<Window>,
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swapchain_id: Id<Swapchain>,
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render_pass: Arc<RenderPass>,
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framebuffers: Vec<Arc<Framebuffer>>,
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viewport: Viewport,
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recreate_swapchain: bool,
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task_graph: ExecutableTaskGraph<Self>,
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virtual_swapchain_id: Id<Swapchain>,
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virtual_texture_id: Id<Image>,
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virtual_uniform_buffer_id: Id<Buffer>,
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}
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impl App {
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fn new(event_loop: &EventLoop<()>) -> Self {
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let library = VulkanLibrary::new().unwrap();
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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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flags: InstanceCreateFlags::ENUMERATE_PORTABILITY,
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enabled_extensions: required_extensions,
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..Default::default()
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},
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)
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.unwrap();
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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, graphics_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.presentation_support(i as u32, event_loop).unwrap()
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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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// Since we are going to be updating the texture on a separate thread asynchronously from
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// the execution of graphics commands, it would make sense to also do the transfer on a
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// dedicated transfer queue, if such a queue family exists. That way, the graphics queue is
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// not blocked during the transfers either and the two tasks are truly asynchronous.
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//
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// For this, we need to find the queue family with the fewest queue flags set, since if the
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// queue family has more flags than `TRANSFER | SPARSE_BINDING`, that means it is not
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// dedicated to transfer operations.
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let transfer_family_index = physical_device
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.queue_family_properties()
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.iter()
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.enumerate()
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.filter(|(_, q)| {
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q.queue_flags.intersects(QueueFlags::TRANSFER)
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// Queue families dedicated to transfers are not required to support partial
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// transfers of images, reported by a minimum granularity of [0, 0, 0]. If you need
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// to do partial transfers of images like we do in this example, you therefore have
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// to make sure the queue family supports that.
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&& q.min_image_transfer_granularity != [0; 3]
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// Unlike queue families for graphics and/or compute, queue families dedicated to
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// transfers don't have to support image transfers of arbitrary granularity.
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// Therefore, if you are going to use one, you have to either make sure the
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// granularity is granular enough for your needs, or you have to align your
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// transfer offsets and extents to this granularity. Our minimum granularity is
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// 4096 which should be more than coarse enough so we just check that it is.
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&& q.min_image_transfer_granularity[0..2]
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.iter()
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.all(|&g| TRANSFER_GRANULARITY % g == 0)
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})
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.min_by_key(|(_, q)| q.queue_flags.count())
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.unwrap()
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.0 as u32;
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let (device, mut queues) = {
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let mut queue_create_infos = vec![QueueCreateInfo {
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queue_family_index: graphics_family_index,
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..Default::default()
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}];
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// It's possible that the physical device doesn't have any queue families supporting
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// transfers other than the graphics and/or compute queue family. In that case we must
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// make sure we don't request the same queue family twice.
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if transfer_family_index != graphics_family_index {
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queue_create_infos.push(QueueCreateInfo {
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queue_family_index: transfer_family_index,
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..Default::default()
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});
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} else {
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let queue_family_properties =
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&physical_device.queue_family_properties()[graphics_family_index as usize];
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// Even if we can't get an async transfer queue family, it's still better to use
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// different queues on the same queue family. This way, at least the threads on the
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// host don't have to lock the same queue when submitting.
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if queue_family_properties.queue_count > 1 {
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queue_create_infos[0].queues.push(0.5);
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}
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}
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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,
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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 graphics_queue = queues.next().unwrap();
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// If we didn't get a dedicated transfer queue, fall back to the graphics queue for
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// transfers.
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let transfer_queue = queues.next().unwrap_or_else(|| graphics_queue.clone());
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println!(
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"Using queue family {graphics_family_index} for graphics and queue family \
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{transfer_family_index} for transfers",
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);
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let resources = Resources::new(&device, &Default::default());
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let graphics_flight_id = resources.create_flight(MAX_FRAMES_IN_FLIGHT).unwrap();
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let transfer_flight_id = resources.create_flight(1).unwrap();
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let vertices = [
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MyVertex {
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position: [-0.5, -0.5],
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},
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MyVertex {
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position: [-0.5, 0.5],
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},
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MyVertex {
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position: [0.5, -0.5],
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},
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MyVertex {
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position: [0.5, 0.5],
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},
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];
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let vertex_buffer_id = resources
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.create_buffer(
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BufferCreateInfo {
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usage: BufferUsage::VERTEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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DeviceLayout::for_value(vertices.as_slice()).unwrap(),
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)
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.unwrap();
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// Create a pool of uniform buffers, one per frame in flight. This way we always have an
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// available buffer to write during each frame while reusing them as much as possible.
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let uniform_buffer_ids = [(); MAX_FRAMES_IN_FLIGHT as usize].map(|_| {
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resources
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.create_buffer(
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BufferCreateInfo {
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usage: BufferUsage::UNIFORM_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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DeviceLayout::new_sized::<vs::Data>(),
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)
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.unwrap()
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});
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// Create two textures, where at any point in time one is used exclusively for reading and
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// one is used exclusively for writing, swapping the two after each update.
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let texture_ids = [(); 2].map(|_| {
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resources
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.create_image(
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ImageCreateInfo {
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image_type: ImageType::Dim2d,
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format: Format::R8G8B8A8_UNORM,
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extent: [TRANSFER_GRANULARITY * 2, TRANSFER_GRANULARITY * 2, 1],
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usage: ImageUsage::TRANSFER_DST | ImageUsage::SAMPLED,
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sharing: if graphics_family_index != transfer_family_index {
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Sharing::Concurrent(
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[graphics_family_index, transfer_family_index]
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.into_iter()
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.collect(),
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)
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} else {
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Sharing::Exclusive
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},
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..Default::default()
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},
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AllocationCreateInfo::default(),
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)
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.unwrap()
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});
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// The index of the currently most up-to-date texture. The worker thread swaps the index
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// after every finished write, which is always done to the, at that point in time, unused
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// texture.
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let current_texture_index = Arc::new(AtomicBool::new(false));
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// Initialize the resources.
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unsafe {
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vulkano_taskgraph::execute(
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&graphics_queue,
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&resources,
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graphics_flight_id,
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|cbf, tcx| {
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tcx.write_buffer::<[MyVertex]>(vertex_buffer_id, ..)?
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.copy_from_slice(&vertices);
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for &texture_id in &texture_ids {
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cbf.clear_color_image(&ClearColorImageInfo {
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image: texture_id,
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..Default::default()
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})?;
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}
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Ok(())
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},
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[(vertex_buffer_id, HostAccessType::Write)],
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[],
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[
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(
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texture_ids[0],
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AccessType::ClearTransferWrite,
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ImageLayoutType::Optimal,
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),
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(
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texture_ids[1],
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AccessType::ClearTransferWrite,
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ImageLayoutType::Optimal,
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),
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],
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)
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}
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.unwrap();
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|
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// Start the worker thread.
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let (channel, receiver) = mpsc::channel();
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run_worker(
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receiver,
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graphics_family_index,
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transfer_family_index,
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transfer_queue.clone(),
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resources.clone(),
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graphics_flight_id,
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transfer_flight_id,
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texture_ids,
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current_texture_index.clone(),
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);
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App {
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instance,
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device,
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graphics_family_index,
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transfer_family_index,
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graphics_queue,
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resources,
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graphics_flight_id,
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vertex_buffer_id,
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uniform_buffer_ids,
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texture_ids,
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current_texture_index,
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channel,
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rcx: None,
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}
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}
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}
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|
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impl ApplicationHandler for App {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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let window = Arc::new(
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event_loop
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.create_window(Window::default_attributes())
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.unwrap(),
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);
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let surface = Surface::from_window(self.instance.clone(), window.clone()).unwrap();
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let window_size = window.inner_size();
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|
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let swapchain_format;
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let swapchain_id = {
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let surface_capabilities = self
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.device
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.physical_device()
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.surface_capabilities(&surface, Default::default())
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.unwrap();
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(swapchain_format, _) = self
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.device
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.physical_device()
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.surface_formats(&surface, Default::default())
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.unwrap()[0];
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|
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self.resources
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.create_swapchain(
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self.graphics_flight_id,
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surface,
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SwapchainCreateInfo {
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min_image_count: surface_capabilities.min_image_count.max(3),
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image_format: swapchain_format,
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image_extent: window_size.into(),
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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(),
|
|
..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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self.device.clone(),
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attachments: {
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color: {
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format: swapchain_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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)
|
|
.unwrap();
|
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|
|
let framebuffers = window_size_dependent_setup(&self.resources, swapchain_id, &render_pass);
|
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|
|
let pipeline = {
|
|
let vs = vs::load(self.device.clone())
|
|
.unwrap()
|
|
.entry_point("main")
|
|
.unwrap();
|
|
let fs = fs::load(self.device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
|
|
let vertex_input_state = MyVertex::per_vertex().definition(&vs).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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];
|
|
let layout = PipelineLayout::new(
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self.device.clone(),
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|
PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
|
|
.into_pipeline_layout_create_info(self.device.clone())
|
|
.unwrap(),
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|
)
|
|
.unwrap();
|
|
let subpass = Subpass::from(render_pass.clone(), 0).unwrap();
|
|
|
|
GraphicsPipeline::new(
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|
self.device.clone(),
|
|
None,
|
|
GraphicsPipelineCreateInfo {
|
|
stages: stages.into_iter().collect(),
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|
vertex_input_state: Some(vertex_input_state),
|
|
input_assembly_state: Some(InputAssemblyState {
|
|
topology: PrimitiveTopology::TriangleStrip,
|
|
..Default::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 descriptor_set_allocator = Arc::new(StandardDescriptorSetAllocator::new(
|
|
self.device.clone(),
|
|
Default::default(),
|
|
));
|
|
|
|
// A byproduct of always using the same set of uniform buffers is that we can also create
|
|
// one descriptor set for each, reusing them in the same way as the buffers.
|
|
let uniform_buffer_sets = self.uniform_buffer_ids.map(|buffer_id| {
|
|
let buffer_state = self.resources.buffer(buffer_id).unwrap();
|
|
let buffer = buffer_state.buffer();
|
|
|
|
DescriptorSet::new(
|
|
descriptor_set_allocator.clone(),
|
|
pipeline.layout().set_layouts()[0].clone(),
|
|
[WriteDescriptorSet::buffer(0, buffer.clone().into())],
|
|
[],
|
|
)
|
|
.unwrap()
|
|
});
|
|
|
|
// Create the descriptor sets for sampling the textures.
|
|
let sampler = Sampler::new(
|
|
self.device.clone(),
|
|
SamplerCreateInfo::simple_repeat_linear(),
|
|
)
|
|
.unwrap();
|
|
let sampler_sets = self.texture_ids.map(|texture_id| {
|
|
let texture_state = self.resources.image(texture_id).unwrap();
|
|
let texture = texture_state.image();
|
|
|
|
DescriptorSet::new(
|
|
descriptor_set_allocator.clone(),
|
|
pipeline.layout().set_layouts()[1].clone(),
|
|
[
|
|
WriteDescriptorSet::sampler(0, sampler.clone()),
|
|
WriteDescriptorSet::image_view(
|
|
1,
|
|
ImageView::new_default(texture.clone()).unwrap(),
|
|
),
|
|
],
|
|
[],
|
|
)
|
|
.unwrap()
|
|
});
|
|
|
|
let mut task_graph = TaskGraph::new(&self.resources, 1, 4);
|
|
|
|
let virtual_swapchain_id = task_graph.add_swapchain(&SwapchainCreateInfo::default());
|
|
let virtual_texture_id = task_graph.add_image(&ImageCreateInfo {
|
|
sharing: if self.graphics_family_index != self.transfer_family_index {
|
|
Sharing::Concurrent(
|
|
[self.graphics_family_index, self.transfer_family_index]
|
|
.into_iter()
|
|
.collect(),
|
|
)
|
|
} else {
|
|
Sharing::Exclusive
|
|
},
|
|
..Default::default()
|
|
});
|
|
let virtual_uniform_buffer_id = task_graph.add_buffer(&BufferCreateInfo::default());
|
|
|
|
task_graph.add_host_buffer_access(virtual_uniform_buffer_id, HostAccessType::Write);
|
|
|
|
task_graph
|
|
.create_task_node(
|
|
"Render",
|
|
QueueFamilyType::Graphics,
|
|
RenderTask {
|
|
swapchain_id: virtual_swapchain_id,
|
|
vertex_buffer_id: self.vertex_buffer_id,
|
|
current_texture_index: self.current_texture_index.clone(),
|
|
pipeline,
|
|
uniform_buffer_id: virtual_uniform_buffer_id,
|
|
uniform_buffer_sets,
|
|
sampler_sets,
|
|
},
|
|
)
|
|
.image_access(
|
|
virtual_swapchain_id.current_image_id(),
|
|
AccessType::ColorAttachmentWrite,
|
|
ImageLayoutType::Optimal,
|
|
)
|
|
.buffer_access(self.vertex_buffer_id, AccessType::VertexAttributeRead)
|
|
.image_access(
|
|
virtual_texture_id,
|
|
AccessType::FragmentShaderSampledRead,
|
|
ImageLayoutType::Optimal,
|
|
)
|
|
.buffer_access(
|
|
virtual_uniform_buffer_id,
|
|
AccessType::VertexShaderUniformRead,
|
|
);
|
|
|
|
let task_graph = unsafe {
|
|
task_graph.compile(&CompileInfo {
|
|
queues: &[&self.graphics_queue],
|
|
present_queue: Some(&self.graphics_queue),
|
|
flight_id: self.graphics_flight_id,
|
|
..Default::default()
|
|
})
|
|
}
|
|
.unwrap();
|
|
|
|
self.rcx = Some(RenderContext {
|
|
window,
|
|
swapchain_id,
|
|
render_pass,
|
|
framebuffers,
|
|
viewport,
|
|
recreate_swapchain: false,
|
|
task_graph,
|
|
virtual_swapchain_id,
|
|
virtual_texture_id,
|
|
virtual_uniform_buffer_id,
|
|
});
|
|
}
|
|
|
|
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::KeyboardInput {
|
|
event:
|
|
KeyEvent {
|
|
logical_key: Key::Named(NamedKey::Space),
|
|
state: ElementState::Released,
|
|
..
|
|
},
|
|
..
|
|
} => {
|
|
self.channel.send(()).unwrap();
|
|
}
|
|
WindowEvent::RedrawRequested => {
|
|
let window_size = rcx.window.inner_size();
|
|
|
|
if window_size.width == 0 || window_size.height == 0 {
|
|
return;
|
|
}
|
|
|
|
let flight = self.resources.flight(self.graphics_flight_id).unwrap();
|
|
|
|
if rcx.recreate_swapchain {
|
|
rcx.swapchain_id = self
|
|
.resources
|
|
.recreate_swapchain(rcx.swapchain_id, |create_info| SwapchainCreateInfo {
|
|
image_extent: window_size.into(),
|
|
..create_info
|
|
})
|
|
.expect("failed to recreate swapchain");
|
|
rcx.framebuffers = window_size_dependent_setup(
|
|
&self.resources,
|
|
rcx.swapchain_id,
|
|
&rcx.render_pass,
|
|
);
|
|
rcx.viewport.extent = window_size.into();
|
|
rcx.recreate_swapchain = false;
|
|
}
|
|
|
|
let frame_index = flight.current_frame_index();
|
|
let texture_index = self.current_texture_index.load(Ordering::Relaxed);
|
|
|
|
let resource_map = resource_map!(
|
|
&rcx.task_graph,
|
|
rcx.virtual_swapchain_id => rcx.swapchain_id,
|
|
rcx.virtual_texture_id => self.texture_ids[texture_index as usize],
|
|
rcx.virtual_uniform_buffer_id => self.uniform_buffer_ids[frame_index as usize],
|
|
)
|
|
.unwrap();
|
|
|
|
flight.wait(None).unwrap();
|
|
|
|
match unsafe {
|
|
rcx.task_graph
|
|
.execute(resource_map, rcx, || rcx.window.pre_present_notify())
|
|
} {
|
|
Ok(()) => {}
|
|
Err(ExecuteError::Swapchain {
|
|
error: Validated::Error(VulkanError::OutOfDate),
|
|
..
|
|
}) => {
|
|
rcx.recreate_swapchain = true;
|
|
}
|
|
Err(e) => {
|
|
panic!("failed to execute next frame: {e:?}");
|
|
}
|
|
}
|
|
}
|
|
_ => {}
|
|
}
|
|
}
|
|
|
|
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
|
|
let rcx = self.rcx.as_mut().unwrap();
|
|
rcx.window.request_redraw();
|
|
}
|
|
}
|
|
|
|
#[derive(Clone, Copy, BufferContents, Vertex)]
|
|
#[repr(C)]
|
|
struct MyVertex {
|
|
#[format(R32G32_SFLOAT)]
|
|
position: [f32; 2],
|
|
}
|
|
|
|
mod vs {
|
|
vulkano_shaders::shader! {
|
|
ty: "vertex",
|
|
src: r"
|
|
#version 450
|
|
|
|
layout(location = 0) in vec2 position;
|
|
layout(location = 0) out vec2 tex_coords;
|
|
|
|
layout(set = 0, binding = 0) uniform Data {
|
|
mat4 transform;
|
|
};
|
|
|
|
void main() {
|
|
gl_Position = vec4(transform * vec4(position, 0.0, 1.0));
|
|
tex_coords = position + vec2(0.5);
|
|
}
|
|
",
|
|
}
|
|
}
|
|
|
|
mod fs {
|
|
vulkano_shaders::shader! {
|
|
ty: "fragment",
|
|
src: r"
|
|
#version 450
|
|
|
|
layout(location = 0) in vec2 tex_coords;
|
|
layout(location = 0) out vec4 f_color;
|
|
|
|
layout(set = 1, binding = 0) uniform sampler s;
|
|
layout(set = 1, binding = 1) uniform texture2D tex;
|
|
|
|
void main() {
|
|
f_color = texture(sampler2D(tex, s), tex_coords);
|
|
}
|
|
",
|
|
}
|
|
}
|
|
|
|
struct RenderTask {
|
|
swapchain_id: Id<Swapchain>,
|
|
vertex_buffer_id: Id<Buffer>,
|
|
current_texture_index: Arc<AtomicBool>,
|
|
pipeline: Arc<GraphicsPipeline>,
|
|
uniform_buffer_id: Id<Buffer>,
|
|
uniform_buffer_sets: [Arc<DescriptorSet>; MAX_FRAMES_IN_FLIGHT as usize],
|
|
sampler_sets: [Arc<DescriptorSet>; 2],
|
|
}
|
|
|
|
impl Task for RenderTask {
|
|
type World = RenderContext;
|
|
|
|
unsafe fn execute(
|
|
&self,
|
|
cbf: &mut RecordingCommandBuffer<'_>,
|
|
tcx: &mut TaskContext<'_>,
|
|
rcx: &Self::World,
|
|
) -> TaskResult {
|
|
let frame_index = tcx.current_frame_index();
|
|
let swapchain_state = tcx.swapchain(self.swapchain_id)?;
|
|
let image_index = swapchain_state.current_image_index().unwrap();
|
|
|
|
// Write to the uniform buffer designated for this frame.
|
|
*tcx.write_buffer(self.uniform_buffer_id, ..)? = vs::Data {
|
|
transform: {
|
|
const DURATION: f64 = 5.0;
|
|
|
|
let elapsed = SystemTime::now()
|
|
.duration_since(UNIX_EPOCH)
|
|
.unwrap()
|
|
.as_secs_f64();
|
|
let remainder = elapsed.rem_euclid(DURATION);
|
|
let delta = (remainder / DURATION) as f32;
|
|
let angle = delta * std::f32::consts::PI * 2.0;
|
|
|
|
Mat4::from_rotation_z(angle).to_cols_array_2d()
|
|
},
|
|
};
|
|
|
|
cbf.as_raw().begin_render_pass(
|
|
&RenderPassBeginInfo {
|
|
clear_values: vec![Some([0.0, 0.0, 0.0, 1.0].into())],
|
|
..RenderPassBeginInfo::framebuffer(rcx.framebuffers[image_index as usize].clone())
|
|
},
|
|
&Default::default(),
|
|
)?;
|
|
cbf.set_viewport(0, slice::from_ref(&rcx.viewport))?;
|
|
cbf.bind_pipeline_graphics(&self.pipeline)?;
|
|
cbf.as_raw().bind_descriptor_sets(
|
|
PipelineBindPoint::Graphics,
|
|
self.pipeline.layout(),
|
|
0,
|
|
&[
|
|
// Bind the uniform buffer designated for this frame.
|
|
self.uniform_buffer_sets[frame_index as usize].as_raw(),
|
|
// Bind the currently most up-to-date texture.
|
|
self.sampler_sets[self.current_texture_index.load(Ordering::Relaxed) as usize]
|
|
.as_raw(),
|
|
],
|
|
&[],
|
|
)?;
|
|
cbf.bind_vertex_buffers(0, &[self.vertex_buffer_id], &[0], &[], &[])?;
|
|
|
|
unsafe { cbf.draw(4, 1, 0, 0) }?;
|
|
|
|
cbf.as_raw().end_render_pass(&Default::default())?;
|
|
|
|
cbf.destroy_objects(rcx.framebuffers.iter().cloned());
|
|
cbf.destroy_objects(self.uniform_buffer_sets.iter().cloned());
|
|
cbf.destroy_objects(self.sampler_sets.iter().cloned());
|
|
|
|
Ok(())
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn run_worker(
|
|
channel: mpsc::Receiver<()>,
|
|
graphics_family_index: u32,
|
|
transfer_family_index: u32,
|
|
transfer_queue: Arc<Queue>,
|
|
resources: Arc<Resources>,
|
|
graphics_flight_id: Id<Flight>,
|
|
transfer_flight_id: Id<Flight>,
|
|
texture_ids: [Id<Image>; 2],
|
|
current_texture_index: Arc<AtomicBool>,
|
|
) {
|
|
// We are going to be updating one of 4 corners of the texture at any point in time. For that,
|
|
// we will use a staging buffer and initiate a copy. However, since our texture is eventually
|
|
// consistent and there are 2 replicas, that means that every time we update one of the
|
|
// replicas the other replica is going to be behind by one update. Therefore we actually need 2
|
|
// staging buffers as well: one for the update that happened to the currently up-to-date
|
|
// texture (at `current_index`) and one for the update that is about to happen to the currently
|
|
// out-of-date texture (at `!current_index`), so that we can apply both the current and the
|
|
// upcoming update to the out-of-date texture. Then the out-of-date texture is the current
|
|
// up-to-date texture and vice-versa, cycle repeating.
|
|
let staging_buffer_ids = [(); 2].map(|_| {
|
|
resources
|
|
.create_buffer(
|
|
BufferCreateInfo {
|
|
usage: BufferUsage::TRANSFER_SRC,
|
|
..Default::default()
|
|
},
|
|
AllocationCreateInfo {
|
|
memory_type_filter: MemoryTypeFilter::PREFER_HOST
|
|
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
|
|
..Default::default()
|
|
},
|
|
DeviceLayout::from_size_alignment(
|
|
TRANSFER_GRANULARITY as DeviceSize * TRANSFER_GRANULARITY as DeviceSize * 4,
|
|
1,
|
|
)
|
|
.unwrap(),
|
|
)
|
|
.unwrap()
|
|
});
|
|
|
|
let mut task_graph = TaskGraph::new(&resources, 1, 3);
|
|
|
|
let virtual_front_staging_buffer_id = task_graph.add_buffer(&BufferCreateInfo::default());
|
|
let virtual_back_staging_buffer_id = task_graph.add_buffer(&BufferCreateInfo::default());
|
|
let virtual_texture_id = task_graph.add_image(&ImageCreateInfo {
|
|
sharing: if graphics_family_index != transfer_family_index {
|
|
Sharing::Concurrent(
|
|
[graphics_family_index, transfer_family_index]
|
|
.into_iter()
|
|
.collect(),
|
|
)
|
|
} else {
|
|
Sharing::Exclusive
|
|
},
|
|
..Default::default()
|
|
});
|
|
|
|
task_graph.add_host_buffer_access(virtual_front_staging_buffer_id, HostAccessType::Write);
|
|
|
|
task_graph
|
|
.create_task_node(
|
|
"Image Upload",
|
|
QueueFamilyType::Transfer,
|
|
UploadTask {
|
|
front_staging_buffer_id: virtual_front_staging_buffer_id,
|
|
back_staging_buffer_id: virtual_back_staging_buffer_id,
|
|
texture_id: virtual_texture_id,
|
|
},
|
|
)
|
|
.buffer_access(
|
|
virtual_front_staging_buffer_id,
|
|
AccessType::CopyTransferRead,
|
|
)
|
|
.buffer_access(virtual_back_staging_buffer_id, AccessType::CopyTransferRead)
|
|
.image_access(
|
|
virtual_texture_id,
|
|
AccessType::CopyTransferWrite,
|
|
ImageLayoutType::Optimal,
|
|
);
|
|
|
|
let task_graph = unsafe {
|
|
task_graph.compile(&CompileInfo {
|
|
queues: &[&transfer_queue],
|
|
flight_id: transfer_flight_id,
|
|
..Default::default()
|
|
})
|
|
}
|
|
.unwrap();
|
|
|
|
thread::spawn(move || {
|
|
let mut current_corner = 0;
|
|
let mut last_frame = 0;
|
|
|
|
// The worker thread is awakened by sending a signal through the channel. In a real program
|
|
// you would likely send some actual data over the channel, instructing the worker what to
|
|
// do, but our work is hard-coded.
|
|
while let Ok(()) = channel.recv() {
|
|
let graphics_flight = resources.flight(graphics_flight_id).unwrap();
|
|
|
|
// We swap the texture index to use after a write, but there is no guarantee that other
|
|
// tasks have actually moved on to using the new texture. What could happen then, if
|
|
// the writes being done are quicker than rendering a frame (or any other task reading
|
|
// the same resource), is the following:
|
|
//
|
|
// 1. Task A starts reading texture 0
|
|
// 2. Task B writes texture 1, swapping the index
|
|
// 3. Task B writes texture 0, swapping the index
|
|
// 4. Task A stops reading texture 0
|
|
//
|
|
// This is known as the A/B/A problem. In this case it results in a data race, since
|
|
// task A (rendering, in our case) is still reading texture 0 while task B (our worker)
|
|
// has already started writing the very same texture.
|
|
//
|
|
// To solve this issue, we keep track of the frame counter before swapping the texture
|
|
// index and ensure that any further write only happens after a frame was reached which
|
|
// makes it impossible for any readers to be stuck on the old index, by waiting on the
|
|
// frame to finish on the rendering thread.
|
|
graphics_flight.wait_for_frame(last_frame, None).unwrap();
|
|
|
|
let current_index = current_texture_index.load(Ordering::Relaxed);
|
|
|
|
let resource_map = resource_map!(
|
|
&task_graph,
|
|
virtual_front_staging_buffer_id => staging_buffer_ids[current_index as usize],
|
|
virtual_back_staging_buffer_id => staging_buffer_ids[!current_index as usize],
|
|
// Write to the texture that's currently not in use for rendering.
|
|
virtual_texture_id => texture_ids[!current_index as usize],
|
|
)
|
|
.unwrap();
|
|
|
|
unsafe { task_graph.execute(resource_map, ¤t_corner, || {}) }.unwrap();
|
|
|
|
// Block the thread until the transfer finishes.
|
|
resources
|
|
.flight(transfer_flight_id)
|
|
.unwrap()
|
|
.wait(None)
|
|
.unwrap();
|
|
|
|
last_frame = graphics_flight.current_frame();
|
|
|
|
// Swap the texture used for rendering to the newly updated one.
|
|
//
|
|
// NOTE: We are relying on the fact that this thread is the only one doing stores.
|
|
current_texture_index.store(!current_index, Ordering::Relaxed);
|
|
|
|
current_corner += 1;
|
|
}
|
|
});
|
|
}
|
|
|
|
struct UploadTask {
|
|
front_staging_buffer_id: Id<Buffer>,
|
|
back_staging_buffer_id: Id<Buffer>,
|
|
texture_id: Id<Image>,
|
|
}
|
|
|
|
impl Task for UploadTask {
|
|
type World = usize;
|
|
|
|
unsafe fn execute(
|
|
&self,
|
|
cbf: &mut RecordingCommandBuffer<'_>,
|
|
tcx: &mut TaskContext<'_>,
|
|
¤t_corner: &Self::World,
|
|
) -> TaskResult {
|
|
const CORNER_OFFSETS: [[u32; 3]; 4] = [
|
|
[0, 0, 0],
|
|
[TRANSFER_GRANULARITY, 0, 0],
|
|
[TRANSFER_GRANULARITY, TRANSFER_GRANULARITY, 0],
|
|
[0, TRANSFER_GRANULARITY, 0],
|
|
];
|
|
|
|
let mut rng = rand::thread_rng();
|
|
|
|
// We simulate some work for the worker to indulge in. In a real program this would likely
|
|
// be some kind of I/O, for example reading from disk (think loading the next level in a
|
|
// level-based game, loading the next chunk of terrain in an open-world game, etc.) or
|
|
// downloading images or other data from the internet.
|
|
//
|
|
// NOTE: The size of these textures is exceedingly large on purpose, so that you can feel
|
|
// that the update is in fact asynchronous due to the latency of the updates while the
|
|
// rendering continues without any.
|
|
let color = [rng.gen(), rng.gen(), rng.gen(), u8::MAX];
|
|
tcx.write_buffer::<[_]>(self.front_staging_buffer_id, ..)?
|
|
.fill(color);
|
|
|
|
cbf.copy_buffer_to_image(&CopyBufferToImageInfo {
|
|
src_buffer: self.front_staging_buffer_id,
|
|
dst_image: self.texture_id,
|
|
regions: &[BufferImageCopy {
|
|
image_subresource: ImageSubresourceLayers {
|
|
aspects: ImageAspects::COLOR,
|
|
mip_level: 0,
|
|
array_layers: 0..1,
|
|
},
|
|
image_offset: CORNER_OFFSETS[current_corner % 4],
|
|
image_extent: [TRANSFER_GRANULARITY, TRANSFER_GRANULARITY, 1],
|
|
..Default::default()
|
|
}],
|
|
..Default::default()
|
|
})?;
|
|
|
|
if current_corner > 0 {
|
|
cbf.copy_buffer_to_image(&CopyBufferToImageInfo {
|
|
src_buffer: self.back_staging_buffer_id,
|
|
dst_image: self.texture_id,
|
|
regions: &[BufferImageCopy {
|
|
image_subresource: ImageSubresourceLayers {
|
|
aspects: ImageAspects::COLOR,
|
|
mip_level: 0,
|
|
array_layers: 0..1,
|
|
},
|
|
image_offset: CORNER_OFFSETS[(current_corner - 1) % 4],
|
|
image_extent: [TRANSFER_GRANULARITY, TRANSFER_GRANULARITY, 1],
|
|
..Default::default()
|
|
}],
|
|
..Default::default()
|
|
})?;
|
|
}
|
|
|
|
Ok(())
|
|
}
|
|
}
|
|
|
|
/// This function is called once during initialization, then again whenever the window is resized.
|
|
fn window_size_dependent_setup(
|
|
resources: &Resources,
|
|
swapchain_id: Id<Swapchain>,
|
|
render_pass: &Arc<RenderPass>,
|
|
) -> Vec<Arc<Framebuffer>> {
|
|
let swapchain_state = resources.swapchain(swapchain_id).unwrap();
|
|
let images = swapchain_state.images();
|
|
|
|
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<_>>()
|
|
}
|