mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-22 06:45:23 +00:00
bbd1de36ef
* Make `DescriptorSetAllocator` object-safe, remove the generics * Fix tests * Fix examples * Fix docs * Avoid panics in `deallocate` * Typo * Clarify docs * Clarify safety preconditions of `allocate` * Remove unnecessary `Arc` clone * Tidy up a little * Debug assert
550 lines
19 KiB
Rust
550 lines
19 KiB
Rust
use self::model::{Normal, Position, INDICES, NORMALS, POSITIONS};
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use cgmath::{Matrix3, Matrix4, Point3, Rad, Vector3};
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use std::{error::Error, sync::Arc, time::Instant};
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use vulkano::{
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buffer::{
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allocator::{SubbufferAllocator, SubbufferAllocatorCreateInfo},
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Buffer, BufferCreateInfo, BufferUsage,
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},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage,
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RenderPassBeginInfo,
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},
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descriptor_set::{
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allocator::StandardDescriptorSetAllocator, PersistentDescriptorSet, WriteDescriptorSet,
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},
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device::{
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physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, DeviceOwned,
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QueueCreateInfo, QueueFlags,
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},
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format::Format,
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image::{view::ImageView, Image, ImageCreateInfo, ImageType, ImageUsage},
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instance::{Instance, InstanceCreateFlags, InstanceCreateInfo},
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memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
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pipeline::{
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graphics::{
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color_blend::{ColorBlendAttachmentState, ColorBlendState},
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depth_stencil::{DepthState, DepthStencilState},
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input_assembly::InputAssemblyState,
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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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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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shader::EntryPoint,
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swapchain::{
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acquire_next_image, Surface, Swapchain, SwapchainCreateInfo, SwapchainPresentInfo,
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},
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sync::{self, GpuFuture},
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Validated, VulkanError, VulkanLibrary,
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};
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use winit::{
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event::{Event, WindowEvent},
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event_loop::EventLoop,
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window::WindowBuilder,
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};
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mod model;
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fn main() -> Result<(), impl Error> {
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// The start of this example is exactly the same as `triangle`. You should read the `triangle`
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// example if you haven't done so yet.
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let event_loop = EventLoop::new().unwrap();
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let library = VulkanLibrary::new().unwrap();
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let required_extensions = Surface::required_extensions(&event_loop).unwrap();
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let instance = Instance::new(
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library,
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InstanceCreateInfo {
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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 window = Arc::new(WindowBuilder::new().build(&event_loop).unwrap());
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let surface = Surface::from_window(instance.clone(), window.clone()).unwrap();
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let device_extensions = DeviceExtensions {
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khr_swapchain: true,
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..DeviceExtensions::empty()
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};
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let (physical_device, queue_family_index) = instance
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.enumerate_physical_devices()
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.unwrap()
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.filter(|p| p.supported_extensions().contains(&device_extensions))
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.filter_map(|p| {
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p.queue_family_properties()
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.iter()
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.enumerate()
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.position(|(i, q)| {
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q.queue_flags.intersects(QueueFlags::GRAPHICS)
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&& p.surface_support(i as u32, &surface).unwrap_or(false)
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})
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.map(|i| (p, i as u32))
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})
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.min_by_key(|(p, _)| match p.properties().device_type {
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PhysicalDeviceType::DiscreteGpu => 0,
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PhysicalDeviceType::IntegratedGpu => 1,
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PhysicalDeviceType::VirtualGpu => 2,
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PhysicalDeviceType::Cpu => 3,
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PhysicalDeviceType::Other => 4,
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_ => 5,
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})
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.unwrap();
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println!(
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"Using device: {} (type: {:?})",
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physical_device.properties().device_name,
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physical_device.properties().device_type,
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);
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let (device, mut queues) = Device::new(
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physical_device,
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DeviceCreateInfo {
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enabled_extensions: device_extensions,
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queue_create_infos: vec![QueueCreateInfo {
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queue_family_index,
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..Default::default()
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}],
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..Default::default()
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},
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)
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.unwrap();
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let queue = queues.next().unwrap();
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let (mut swapchain, images) = {
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let surface_capabilities = device
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.physical_device()
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.surface_capabilities(&surface, Default::default())
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.unwrap();
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let image_format = device
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.physical_device()
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.surface_formats(&surface, Default::default())
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.unwrap()[0]
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.0;
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Swapchain::new(
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device.clone(),
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surface,
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SwapchainCreateInfo {
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min_image_count: surface_capabilities.min_image_count.max(2),
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image_format,
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image_extent: window.inner_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(),
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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 memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
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let vertex_buffer = Buffer::from_iter(
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memory_allocator.clone(),
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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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POSITIONS,
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)
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.unwrap();
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let normals_buffer = Buffer::from_iter(
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memory_allocator.clone(),
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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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NORMALS,
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)
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.unwrap();
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let index_buffer = Buffer::from_iter(
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memory_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::INDEX_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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INDICES,
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)
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.unwrap();
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let uniform_buffer = SubbufferAllocator::new(
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memory_allocator.clone(),
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SubbufferAllocatorCreateInfo {
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buffer_usage: BufferUsage::UNIFORM_BUFFER,
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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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);
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let render_pass = vulkano::single_pass_renderpass!(
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device.clone(),
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attachments: {
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color: {
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format: swapchain.image_format(),
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samples: 1,
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load_op: Clear,
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store_op: Store,
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},
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depth_stencil: {
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format: Format::D16_UNORM,
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samples: 1,
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load_op: Clear,
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store_op: DontCare,
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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: {depth_stencil},
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},
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)
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.unwrap();
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let vs = vs::load(device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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let fs = fs::load(device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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let (mut pipeline, mut framebuffers) = window_size_dependent_setup(
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memory_allocator.clone(),
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vs.clone(),
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fs.clone(),
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&images,
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render_pass.clone(),
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);
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let mut recreate_swapchain = false;
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let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
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let rotation_start = Instant::now();
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let descriptor_set_allocator = Arc::new(StandardDescriptorSetAllocator::new(
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device.clone(),
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Default::default(),
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));
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let command_buffer_allocator =
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StandardCommandBufferAllocator::new(device.clone(), Default::default());
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event_loop.run(move |event, elwt| {
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match event {
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => {
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elwt.exit();
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}
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Event::WindowEvent {
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event: WindowEvent::Resized(_),
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..
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} => {
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recreate_swapchain = true;
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}
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Event::WindowEvent {
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event: WindowEvent::RedrawRequested,
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..
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} => {
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let image_extent: [u32; 2] = window.inner_size().into();
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if image_extent.contains(&0) {
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return;
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}
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previous_frame_end.as_mut().unwrap().cleanup_finished();
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if recreate_swapchain {
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let (new_swapchain, new_images) = swapchain
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.recreate(SwapchainCreateInfo {
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image_extent,
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..swapchain.create_info()
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})
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.expect("failed to recreate swapchain");
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swapchain = new_swapchain;
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let (new_pipeline, new_framebuffers) = window_size_dependent_setup(
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memory_allocator.clone(),
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vs.clone(),
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fs.clone(),
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&new_images,
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render_pass.clone(),
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);
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pipeline = new_pipeline;
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framebuffers = new_framebuffers;
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recreate_swapchain = false;
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}
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let uniform_buffer_subbuffer = {
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let elapsed = rotation_start.elapsed();
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let rotation =
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elapsed.as_secs() as f64 + elapsed.subsec_nanos() as f64 / 1_000_000_000.0;
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let rotation = Matrix3::from_angle_y(Rad(rotation as f32));
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// note: this teapot was meant for OpenGL where the origin is at the lower left
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// instead the origin is at the upper left in Vulkan, so we reverse the Y axis
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let aspect_ratio =
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swapchain.image_extent()[0] as f32 / swapchain.image_extent()[1] as f32;
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let proj = cgmath::perspective(
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Rad(std::f32::consts::FRAC_PI_2),
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aspect_ratio,
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0.01,
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100.0,
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);
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let view = Matrix4::look_at_rh(
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Point3::new(0.3, 0.3, 1.0),
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Point3::new(0.0, 0.0, 0.0),
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Vector3::new(0.0, -1.0, 0.0),
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);
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let scale = Matrix4::from_scale(0.01);
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let uniform_data = vs::Data {
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world: Matrix4::from(rotation).into(),
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view: (view * scale).into(),
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proj: proj.into(),
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};
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let subbuffer = uniform_buffer.allocate_sized().unwrap();
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*subbuffer.write().unwrap() = uniform_data;
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subbuffer
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};
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let layout = pipeline.layout().set_layouts().get(0).unwrap();
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let set = PersistentDescriptorSet::new(
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descriptor_set_allocator.clone(),
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layout.clone(),
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[WriteDescriptorSet::buffer(0, uniform_buffer_subbuffer)],
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[],
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)
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.unwrap();
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let (image_index, suboptimal, acquire_future) =
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match acquire_next_image(swapchain.clone(), None).map_err(Validated::unwrap) {
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Ok(r) => r,
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Err(VulkanError::OutOfDate) => {
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recreate_swapchain = true;
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return;
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}
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Err(e) => panic!("failed to acquire next image: {e}"),
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};
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if suboptimal {
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recreate_swapchain = true;
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}
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let mut builder = AutoCommandBufferBuilder::primary(
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&command_buffer_allocator,
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queue.queue_family_index(),
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CommandBufferUsage::OneTimeSubmit,
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)
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.unwrap();
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builder
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.begin_render_pass(
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RenderPassBeginInfo {
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clear_values: vec![
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Some([0.0, 0.0, 1.0, 1.0].into()),
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Some(1f32.into()),
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],
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..RenderPassBeginInfo::framebuffer(
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framebuffers[image_index as usize].clone(),
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)
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},
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Default::default(),
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)
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.unwrap()
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.bind_pipeline_graphics(pipeline.clone())
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.unwrap()
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.bind_descriptor_sets(
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PipelineBindPoint::Graphics,
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pipeline.layout().clone(),
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0,
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set,
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)
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.unwrap()
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.bind_vertex_buffers(0, (vertex_buffer.clone(), normals_buffer.clone()))
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.unwrap()
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.bind_index_buffer(index_buffer.clone())
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.unwrap()
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.draw_indexed(index_buffer.len() as u32, 1, 0, 0, 0)
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.unwrap()
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.end_render_pass(Default::default())
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.unwrap();
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let command_buffer = builder.build().unwrap();
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let future = previous_frame_end
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.take()
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.unwrap()
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.join(acquire_future)
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.then_execute(queue.clone(), command_buffer)
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.unwrap()
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.then_swapchain_present(
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queue.clone(),
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SwapchainPresentInfo::swapchain_image_index(swapchain.clone(), image_index),
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)
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.then_signal_fence_and_flush();
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match future.map_err(Validated::unwrap) {
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Ok(future) => {
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previous_frame_end = Some(future.boxed());
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}
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Err(VulkanError::OutOfDate) => {
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recreate_swapchain = true;
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previous_frame_end = Some(sync::now(device.clone()).boxed());
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}
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Err(e) => {
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println!("failed to flush future: {e}");
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previous_frame_end = Some(sync::now(device.clone()).boxed());
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}
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}
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}
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Event::AboutToWait => window.request_redraw(),
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_ => (),
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}
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})
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}
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/// This function is called once during initialization, then again whenever the window is resized.
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fn window_size_dependent_setup(
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memory_allocator: Arc<StandardMemoryAllocator>,
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vs: EntryPoint,
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fs: EntryPoint,
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images: &[Arc<Image>],
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render_pass: Arc<RenderPass>,
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) -> (Arc<GraphicsPipeline>, Vec<Arc<Framebuffer>>) {
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let device = memory_allocator.device().clone();
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let extent = images[0].extent();
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let depth_buffer = ImageView::new_default(
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Image::new(
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memory_allocator,
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ImageCreateInfo {
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image_type: ImageType::Dim2d,
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format: Format::D16_UNORM,
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extent: images[0].extent(),
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usage: ImageUsage::DEPTH_STENCIL_ATTACHMENT | ImageUsage::TRANSIENT_ATTACHMENT,
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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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.unwrap();
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let framebuffers = images
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.iter()
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.map(|image| {
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let view = ImageView::new_default(image.clone()).unwrap();
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Framebuffer::new(
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render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![view, depth_buffer.clone()],
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..Default::default()
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},
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)
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.unwrap()
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})
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.collect::<Vec<_>>();
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// In the triangle example we use a dynamic viewport, as its a simple example. However in the
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// teapot example, we recreate the pipelines with a hardcoded viewport instead. This allows the
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// driver to optimize things, at the cost of slower window resizes.
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// https://computergraphics.stackexchange.com/questions/5742/vulkan-best-way-of-updating-pipeline-viewport
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let pipeline = {
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let vertex_input_state = [Position::per_vertex(), Normal::per_vertex()]
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.definition(&vs.info().input_interface)
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.unwrap();
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let stages = [
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PipelineShaderStageCreateInfo::new(vs),
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PipelineShaderStageCreateInfo::new(fs),
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];
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let layout = PipelineLayout::new(
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device.clone(),
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PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
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.into_pipeline_layout_create_info(device.clone())
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.unwrap(),
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)
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.unwrap();
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let subpass = Subpass::from(render_pass, 0).unwrap();
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GraphicsPipeline::new(
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device,
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None,
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GraphicsPipelineCreateInfo {
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stages: stages.into_iter().collect(),
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vertex_input_state: Some(vertex_input_state),
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input_assembly_state: Some(InputAssemblyState::default()),
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viewport_state: Some(ViewportState {
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viewports: [Viewport {
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offset: [0.0, 0.0],
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extent: [extent[0] as f32, extent[1] as f32],
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depth_range: 0.0..=1.0,
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}]
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.into_iter()
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.collect(),
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..Default::default()
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}),
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rasterization_state: Some(RasterizationState::default()),
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depth_stencil_state: Some(DepthStencilState {
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depth: Some(DepthState::simple()),
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..Default::default()
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}),
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multisample_state: Some(MultisampleState::default()),
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color_blend_state: Some(ColorBlendState::with_attachment_states(
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subpass.num_color_attachments(),
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ColorBlendAttachmentState::default(),
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)),
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subpass: Some(subpass.into()),
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..GraphicsPipelineCreateInfo::layout(layout)
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},
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)
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.unwrap()
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};
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(pipeline, framebuffers)
|
|
}
|
|
|
|
mod vs {
|
|
vulkano_shaders::shader! {
|
|
ty: "vertex",
|
|
path: "vert.glsl",
|
|
}
|
|
}
|
|
|
|
mod fs {
|
|
vulkano_shaders::shader! {
|
|
ty: "fragment",
|
|
path: "frag.glsl",
|
|
}
|
|
}
|