mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-22 14:56:42 +00:00
348 lines
11 KiB
Rust
348 lines
11 KiB
Rust
// Offscreen rendering example, renders a red triangle on a blue background to a buffer in memory
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// then exports to a PNG. No swapchains here!
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use std::{default::Default, fs::File, io::BufWriter, path::Path, sync::Arc};
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use vulkano::{
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buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, CommandBufferBeginInfo, CommandBufferLevel,
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CommandBufferUsage, CopyImageToBufferInfo, RecordingCommandBuffer, RenderPassBeginInfo,
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SubpassBeginInfo, SubpassContents,
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},
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device::{physical::PhysicalDeviceType, Device, DeviceCreateInfo, QueueCreateInfo, QueueFlags},
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format::Format,
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image::{view::ImageView, Image, ImageCreateInfo, 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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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, PipelineLayout, PipelineShaderStageCreateInfo,
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},
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render_pass::{Framebuffer, FramebufferCreateInfo, Subpass},
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sync::GpuFuture,
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VulkanLibrary,
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};
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fn main() {
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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 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 (physical_device, queue_family_index) = instance
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.enumerate_physical_devices()
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.unwrap()
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// No need for swapchain extension support.
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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::GRAPHICS))
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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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.expect("no suitable physical device found");
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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.clone(),
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DeviceCreateInfo {
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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 memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
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#[derive(BufferContents, Vertex)]
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#[repr(C)]
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struct Vertex {
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#[format(R32G32_SFLOAT)]
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position: [f32; 2],
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}
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let vertices = [
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Vertex {
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position: [-0.5, -0.25],
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},
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Vertex {
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position: [0.0, 0.5],
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},
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Vertex {
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position: [0.25, -0.1],
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},
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];
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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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vertices,
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)
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.unwrap();
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mod vs {
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vulkano_shaders::shader! {
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ty: "vertex",
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src: r"
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#version 450
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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",
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}
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}
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mod fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: r"
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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",
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}
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}
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let format = Format::R8G8B8A8_UNORM;
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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: 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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)
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.unwrap();
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// Create an offscreen image for rendering into.
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let render_output_image = Image::new(
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memory_allocator.clone(),
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ImageCreateInfo {
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format,
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usage: ImageUsage::COLOR_ATTACHMENT | ImageUsage::TRANSFER_SRC,
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extent: [1920, 1080, 1],
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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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let render_output_image_view = ImageView::new_default(render_output_image.clone()).unwrap();
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let framebuffer = Framebuffer::new(
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render_pass.clone(),
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FramebufferCreateInfo {
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// Attach the offscreen image to the framebuffer.
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attachments: vec![render_output_image_view],
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..Default::default()
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},
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)
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.unwrap();
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let pipeline = {
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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 vertex_input_state = Vertex::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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];
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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.clone(), 0).unwrap();
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GraphicsPipeline::new(
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device.clone(),
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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: [1920.0, 1080.0],
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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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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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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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// Host-accessible buffer where the offscreen image's contents are copied to after rendering.
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let render_output_buf = Buffer::from_iter(
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memory_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::TRANSFER_DST,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_HOST
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| MemoryTypeFilter::HOST_RANDOM_ACCESS,
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..Default::default()
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},
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(0..(1920 * 1080 * 4)).map(|_| 0u8),
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)
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.unwrap();
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let mut builder = RecordingCommandBuffer::new(
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command_buffer_allocator.clone(),
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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
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.begin_render_pass(
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RenderPassBeginInfo {
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clear_values: vec![Some([0.0, 0.0, 1.0, 1.0].into())],
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// This framebuffer has the offscreen image attached to it.
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..RenderPassBeginInfo::framebuffer(framebuffer.clone())
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},
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SubpassBeginInfo {
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contents: SubpassContents::Inline,
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..Default::default()
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},
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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_vertex_buffers(0, vertex_buffer.clone())
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.unwrap();
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unsafe {
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builder.draw(vertex_buffer.len() as u32, 1, 0, 0).unwrap();
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}
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builder.end_render_pass(Default::default()).unwrap();
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// The output image stores information in an unknown, non-linear layout, optimized for usage on
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// the device. This step copies the output image into a host-readable linear output buffer
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// where consecutive pixels in the image are laid out consecutively in memory.
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builder
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.copy_image_to_buffer(CopyImageToBufferInfo::image_buffer(
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render_output_image.clone(),
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render_output_buf.clone(),
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))
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.unwrap();
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let command_buffer = builder.end().unwrap();
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let finished = command_buffer.clone().execute(queue.clone()).unwrap();
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finished
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.then_signal_fence_and_flush()
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.unwrap()
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.wait(None)
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.unwrap();
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// Access the bytes copied into the host-accessible output buffer by reference.
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let buffer_content = render_output_buf.read().unwrap();
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let path = Path::new(env!("CARGO_MANIFEST_DIR")).join("triangle.png");
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let file = File::create(&path).unwrap();
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let w = &mut BufWriter::new(file);
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let mut encoder = png::Encoder::new(w, 1920, 1080);
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encoder.set_color(png::ColorType::Rgba);
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encoder.set_depth(png::BitDepth::Eight);
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let mut writer = encoder.write_header().unwrap();
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writer.write_image_data(&buffer_content).unwrap();
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if let Ok(path) = path.canonicalize() {
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println!("Saved to {}", path.display());
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}
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}
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