mirror of
https://github.com/vulkano-rs/vulkano.git
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289ec102e0
* Document shader safety requirements, make draw/dispatch unsafe * Extra docs * Doctests * Max index value * Small change * Update vulkano/src/command_buffer/mod.rs Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com> * Update vulkano/src/command_buffer/mod.rs Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com> --------- Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
281 lines
9.0 KiB
Rust
281 lines
9.0 KiB
Rust
// This example demonstrates how to use dynamic uniform buffers.
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//
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// Dynamic uniform and storage buffers store buffer data for different calls in one large buffer.
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// Each draw or dispatch call can specify an offset into the buffer to read object data from,
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// without having to rebind descriptor sets.
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use std::{iter::repeat, mem::size_of, sync::Arc};
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use vulkano::{
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buffer::{Buffer, BufferCreateInfo, BufferUsage},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, CommandBufferBeginInfo, CommandBufferLevel,
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CommandBufferUsage, RecordingCommandBuffer,
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},
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descriptor_set::{
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allocator::StandardDescriptorSetAllocator, layout::DescriptorType, DescriptorBufferInfo,
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DescriptorSet, WriteDescriptorSet,
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},
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device::{
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physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, QueueCreateInfo,
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QueueFlags,
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},
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instance::{Instance, InstanceCreateFlags, InstanceCreateInfo},
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memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
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pipeline::{
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compute::ComputePipelineCreateInfo, layout::PipelineDescriptorSetLayoutCreateInfo,
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ComputePipeline, Pipeline, PipelineBindPoint, PipelineLayout,
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PipelineShaderStageCreateInfo,
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},
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sync::{self, GpuFuture},
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DeviceSize, VulkanLibrary,
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};
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fn main() {
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let library = VulkanLibrary::new().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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..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_storage_buffer_storage_class: true,
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..DeviceExtensions::empty()
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};
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let (physical_device, queue_family_index) = instance
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.enumerate_physical_devices()
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.unwrap()
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.filter(|p| p.supported_extensions().contains(&device_extensions))
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.filter_map(|p| {
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p.queue_family_properties()
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.iter()
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.position(|q| q.queue_flags.intersects(QueueFlags::COMPUTE))
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.map(|i| (p, i as u32))
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})
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.min_by_key(|(p, _)| match p.properties().device_type {
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PhysicalDeviceType::DiscreteGpu => 0,
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PhysicalDeviceType::IntegratedGpu => 1,
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PhysicalDeviceType::VirtualGpu => 2,
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PhysicalDeviceType::Cpu => 3,
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PhysicalDeviceType::Other => 4,
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_ => 5,
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})
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.unwrap();
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println!(
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"Using device: {} (type: {:?})",
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physical_device.properties().device_name,
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physical_device.properties().device_type,
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);
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let (device, mut queues) = Device::new(
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physical_device,
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DeviceCreateInfo {
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enabled_extensions: device_extensions,
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queue_create_infos: vec![QueueCreateInfo {
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queue_family_index,
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..Default::default()
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}],
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..Default::default()
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},
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)
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.unwrap();
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let queue = queues.next().unwrap();
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mod cs {
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vulkano_shaders::shader! {
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ty: "compute",
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src: r"
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#version 450
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layout(local_size_x = 12) in;
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// Uniform buffer.
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layout(set = 0, binding = 0) uniform InData {
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uint index;
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} ub;
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// Output buffer.
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layout(set = 0, binding = 1) buffer OutData {
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uint data[];
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};
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// Toy shader that only runs for the index specified in `ub`.
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void main() {
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uint index = gl_GlobalInvocationID.x;
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if (index == ub.index) {
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data[index] = index;
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}
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}
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",
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}
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}
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let pipeline = {
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let cs = cs::load(device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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let stage = PipelineShaderStageCreateInfo::new(cs);
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let layout = {
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let mut layout_create_info =
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PipelineDescriptorSetLayoutCreateInfo::from_stages([&stage]);
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layout_create_info.set_layouts[0]
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.bindings
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.get_mut(&0)
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.unwrap()
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.descriptor_type = DescriptorType::UniformBufferDynamic;
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PipelineLayout::new(
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device.clone(),
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layout_create_info
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.into_pipeline_layout_create_info(device.clone())
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.unwrap(),
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)
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.unwrap()
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};
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ComputePipeline::new(
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device.clone(),
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None,
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ComputePipelineCreateInfo::stage_layout(stage, layout),
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)
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.unwrap()
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};
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let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
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let descriptor_set_allocator = Arc::new(StandardDescriptorSetAllocator::new(
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device.clone(),
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Default::default(),
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));
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let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new(
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device.clone(),
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Default::default(),
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));
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// Create the input buffer. Data in a dynamic buffer **MUST** be aligned to
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// `min_uniform_buffer_offset_align` or `min_storage_buffer_offset_align`, depending on the
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// type of buffer.
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let data: Vec<u32> = vec![3, 11, 7];
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let min_dynamic_align = device
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.physical_device()
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.properties()
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.min_uniform_buffer_offset_alignment
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.as_devicesize() as usize;
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println!("Minimum uniform buffer offset alignment: {min_dynamic_align}");
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println!("Input: {data:?}");
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// Round size up to the next multiple of align.
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let align = (size_of::<u32>() + min_dynamic_align - 1) & !(min_dynamic_align - 1);
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let aligned_data = {
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let mut aligned_data = Vec::with_capacity(align * data.len());
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for elem in data {
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let bytes = elem.to_ne_bytes();
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// Fill up the buffer with data.
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aligned_data.extend(bytes);
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// Zero out any padding needed for alignment.
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aligned_data.extend(repeat(0).take(align - bytes.len()));
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}
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aligned_data
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};
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let input_buffer = Buffer::from_iter(
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memory_allocator.clone(),
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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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aligned_data,
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)
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.unwrap();
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let output_buffer = Buffer::from_iter(
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memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::STORAGE_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_RANDOM_ACCESS,
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..Default::default()
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},
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(0..12).map(|_| 0u32),
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)
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.unwrap();
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let layout = pipeline.layout().set_layouts().get(0).unwrap();
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let set = DescriptorSet::new(
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descriptor_set_allocator,
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layout.clone(),
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[
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// When writing to the dynamic buffer binding, the range of the buffer that the shader
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// will access must also be provided. We specify the size of the `InData` struct here.
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// When dynamic offsets are provided later, they get added to the start and end of
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// this range.
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WriteDescriptorSet::buffer_with_range(
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0,
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DescriptorBufferInfo {
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buffer: input_buffer,
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range: 0..size_of::<cs::InData>() as DeviceSize,
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},
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),
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WriteDescriptorSet::buffer(1, output_buffer.clone()),
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],
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[],
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)
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.unwrap();
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// Build the command buffer, using different offsets for each call.
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let mut builder = RecordingCommandBuffer::new(
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command_buffer_allocator,
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queue.queue_family_index(),
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CommandBufferLevel::Primary,
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CommandBufferBeginInfo {
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usage: CommandBufferUsage::OneTimeSubmit,
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..Default::default()
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},
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)
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.unwrap();
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builder.bind_pipeline_compute(pipeline.clone()).unwrap();
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for index in 0..3 {
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builder
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.bind_descriptor_sets(
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PipelineBindPoint::Compute,
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pipeline.layout().clone(),
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0,
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set.clone().offsets([index * align as u32]),
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)
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.unwrap();
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unsafe {
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builder.dispatch([12, 1, 1]).unwrap();
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}
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}
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let command_buffer = builder.end().unwrap();
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let future = sync::now(device)
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.then_execute(queue, command_buffer)
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.unwrap()
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.then_signal_fence_and_flush()
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.unwrap();
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future.wait(None).unwrap();
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let output_content = output_buffer.read().unwrap();
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println!("Output: {:?}", &*output_content);
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}
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