mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-22 06:45:23 +00:00
462 lines
20 KiB
Rust
462 lines
20 KiB
Rust
// Welcome to the triangle-util example!
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//
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// This is almost exactly the same as the triange example, except that it uses utility functions
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// to make life easier.
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//
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// This example assumes that you are already more or less familiar with graphics programming and
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// that you want to learn Vulkan. This means that for example it won't go into details about what a
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// vertex or a shader is.
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use std::{error::Error, 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, RecordingCommandBuffer, RenderPassBeginInfo, SubpassBeginInfo,
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SubpassContents,
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},
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image::view::ImageView,
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memory::allocator::{AllocationCreateInfo, 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,
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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, PipelineLayout, PipelineShaderStageCreateInfo,
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},
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render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass},
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sync::GpuFuture,
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};
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use vulkano_util::{
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context::{VulkanoConfig, VulkanoContext},
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window::VulkanoWindows,
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};
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use winit::{
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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fn main() -> Result<(), impl Error> {
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let context = VulkanoContext::new(VulkanoConfig::default());
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let event_loop = EventLoop::new().unwrap();
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// Manages any windows and their rendering.
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let mut windows_manager = VulkanoWindows::default();
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windows_manager.create_window(&event_loop, &context, &Default::default(), |_| {});
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let window_renderer = windows_manager.get_primary_renderer_mut().unwrap();
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// Some little debug infos.
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println!(
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"Using device: {} (type: {:?})",
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context.device().physical_device().properties().device_name,
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context.device().physical_device().properties().device_type,
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);
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// We now create a buffer that will store the shape of our triangle. We use `#[repr(C)]` here
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// to force rustc to use a defined layout for our data, as the default representation has *no
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// guarantees*.
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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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context.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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// The next step is to create the shaders.
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//
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// The raw shader creation API provided by the vulkano library is unsafe for various reasons,
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// so The `shader!` macro provides a way to generate a Rust module from GLSL source - in the
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// example below, the source is provided as a string input directly to the shader, but a path
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// to a source file can be provided as well. Note that the user must specify the type of shader
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// (e.g. "vertex", "fragment", etc.) using the `ty` option of the macro.
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//
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// The items generated by the `shader!` macro include a `load` function which loads the shader
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// using an input logical device. The module also includes type definitions for layout
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// structures defined in the shader source, for example uniforms and push constants.
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//
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// A more detailed overview of what the `shader!` macro generates can be found in the
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// vulkano-shaders crate docs. You can view them at https://docs.rs/vulkano-shaders/
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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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// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
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// implicitly does a lot of computation whenever you draw. In Vulkan, you have to do all this
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// manually.
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// The next step is to create a *render pass*, which is an object that describes where the
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// output of the graphics pipeline will go. It describes the layout of the images where the
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// colors, depth and/or stencil information will be written.
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let render_pass = vulkano::single_pass_renderpass!(
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context.device().clone(),
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attachments: {
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// `color` is a custom name we give to the first and only attachment.
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color: {
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// `format: <ty>` indicates the type of the format of the image. This has to be one
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// of the types of the `vulkano::format` module (or alternatively one of your
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// structs that implements the `FormatDesc` trait). Here we use the same format as
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// the swapchain.
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format: window_renderer.swapchain_format(),
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// `samples: 1` means that we ask the GPU to use one sample to determine the value
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// of each pixel in the color attachment. We could use a larger value
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// (multisampling) for antialiasing. An example of this can be found in
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// msaa-renderpass.rs.
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samples: 1,
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// `load_op: Clear` means that we ask the GPU to clear the content of this
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// attachment at the start of the drawing.
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load_op: Clear,
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// `store_op: Store` means that we ask the GPU to store the output of the draw in
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// the actual image. We could also ask it to discard the result.
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store_op: Store,
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},
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},
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pass: {
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// We use the attachment named `color` as the one and only color attachment.
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color: [color],
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// No depth-stencil attachment is indicated with empty brackets.
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depth_stencil: {},
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},
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)
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.unwrap();
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// Before we draw, we have to create what is called a **pipeline**. A pipeline describes how
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// a GPU operation is to be performed. It is similar to an OpenGL program, but it also contains
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// many settings for customization, all baked into a single object. For drawing, we create
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// a **graphics** pipeline, but there are also other types of pipeline.
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let pipeline = {
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// First, we load the shaders that the pipeline will use:
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// the vertex shader and the fragment shader.
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//
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// A Vulkan shader can in theory contain multiple entry points, so we have to specify which
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// one.
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let vs = vs::load(context.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(context.device().clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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// Automatically generate a vertex input state from the vertex shader's input interface,
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// that takes a single vertex buffer containing `Vertex` structs.
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let vertex_input_state = Vertex::per_vertex().definition(&vs).unwrap();
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// Make a list of the shader stages that the pipeline will have.
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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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// We must now create a **pipeline layout** object, which describes the locations and types
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// of descriptor sets and push constants used by the shaders in the pipeline.
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//
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// Multiple pipelines can share a common layout object, which is more efficient.
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// The shaders in a pipeline must use a subset of the resources described in its pipeline
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// layout, but the pipeline layout is allowed to contain resources that are not present in
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// the shaders; they can be used by shaders in other pipelines that share the same
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// layout. Thus, it is a good idea to design shaders so that many pipelines have
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// common resource locations, which allows them to share pipeline layouts.
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let layout = PipelineLayout::new(
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context.device().clone(),
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// Since we only have one pipeline in this example, and thus one pipeline layout,
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// we automatically generate the creation info for it from the resources used in the
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// shaders. In a real application, you would specify this information manually so that
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// you can re-use one layout in multiple pipelines.
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PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
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.into_pipeline_layout_create_info(context.device().clone())
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.unwrap(),
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)
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.unwrap();
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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let subpass = Subpass::from(render_pass.clone(), 0).unwrap();
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// Finally, create the pipeline.
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GraphicsPipeline::new(
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context.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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// How vertex data is read from the vertex buffers into the vertex shader.
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vertex_input_state: Some(vertex_input_state),
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// How vertices are arranged into primitive shapes.
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// The default primitive shape is a triangle.
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input_assembly_state: Some(InputAssemblyState::default()),
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// How primitives are transformed and clipped to fit the framebuffer.
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// We use a resizable viewport, set to draw over the entire window.
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viewport_state: Some(ViewportState::default()),
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// How polygons are culled and converted into a raster of pixels.
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// The default value does not perform any culling.
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rasterization_state: Some(RasterizationState::default()),
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// How multiple fragment shader samples are converted to a single pixel value.
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// The default value does not perform any multisampling.
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multisample_state: Some(MultisampleState::default()),
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// How pixel values are combined with the values already present in the framebuffer.
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// The default value overwrites the old value with the new one, without any
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// blending.
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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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// Dynamic states allows us to specify parts of the pipeline settings when
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// recording the command buffer, before we perform drawing.
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// Here, we specify that the viewport should be dynamic.
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dynamic_state: [DynamicState::Viewport].into_iter().collect(),
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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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// Dynamic viewports allow us to recreate just the viewport when the window is resized.
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// Otherwise we would have to recreate the whole pipeline.
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let mut viewport = Viewport {
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offset: [0.0, 0.0],
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extent: [0.0, 0.0],
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depth_range: 0.0..=1.0,
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};
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// The render pass we created above only describes the layout of our framebuffers. Before we
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// can draw we also need to create the actual framebuffers.
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//
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// Since we need to draw to multiple images, we are going to create a different framebuffer for
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// each image.
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let mut framebuffers = window_size_dependent_setup(
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window_renderer.swapchain_image_views(),
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render_pass.clone(),
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&mut viewport,
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);
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// Before we can start creating and recording command buffers, we need a way of allocating
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// them. Vulkano provides a command buffer allocator, which manages raw Vulkan command pools
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// underneath and provides a safe interface for them.
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let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new(
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context.device().clone(),
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Default::default(),
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));
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// Initialization is finally finished!
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// In the loop below we are going to submit commands to the GPU. Submitting a command produces
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// an object that implements the `GpuFuture` trait, which holds the resources for as long as
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// they are in use by the GPU.
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event_loop.run(move |event, elwt| {
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elwt.set_control_flow(ControlFlow::Poll);
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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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window_renderer.resize();
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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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// Do not draw the frame when the screen size is zero. On Windows, this can
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// occur when minimizing the application.
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let image_extent: [u32; 2] = window_renderer.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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// Begin rendering by acquiring the gpu future from the window renderer.
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let previous_frame_end = window_renderer
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.acquire(|swapchain_images| {
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// Whenever the window resizes we need to recreate everything dependent on
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// the window size. In this example that includes
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// the swapchain, the framebuffers and the dynamic
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// state viewport.
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framebuffers = window_size_dependent_setup(
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swapchain_images,
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render_pass.clone(),
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&mut viewport,
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);
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})
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.unwrap();
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// In order to draw, we have to record a *command buffer*. The command buffer object
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// holds the list of commands that are going to be executed.
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//
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// Recording a command buffer is an expensive operation (usually a few hundred
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// microseconds), but it is known to be a hot path in the driver and is expected to
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// be optimized.
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//
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// Note that we have to pass a queue family when we create the command buffer. The
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// command buffer will only be executable on that given queue family.
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let mut builder = RecordingCommandBuffer::new(
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command_buffer_allocator.clone(),
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context.graphics_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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// Before we can draw, we have to *enter a render pass*.
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.begin_render_pass(
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RenderPassBeginInfo {
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// A list of values to clear the attachments with. This list contains
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// one item for each attachment in the render pass. In this case, there
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// is only one attachment, and we clear it with a blue color.
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//
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// Only attachments that have `AttachmentLoadOp::Clear` are provided
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// with clear values, any others should use `None` as the clear value.
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clear_values: vec![Some([0.0, 0.0, 1.0, 1.0].into())],
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..RenderPassBeginInfo::framebuffer(
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framebuffers[window_renderer.image_index() as usize].clone(),
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)
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},
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SubpassBeginInfo {
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// The contents of the first (and only) subpass.
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// This can be either `Inline` or `SecondaryCommandBuffers`.
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// The latter is a bit more advanced and is not covered here.
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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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// We are now inside the first subpass of the render pass.
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//
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// TODO: Document state setting and how it affects subsequent draw commands.
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.set_viewport(0, [viewport.clone()].into_iter().collect())
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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
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// We add a draw command.
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.draw(vertex_buffer.len() as u32, 1, 0, 0)
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.unwrap();
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}
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builder
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// We leave the render pass. Note that if we had multiple subpasses we could
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// have called `next_subpass` to jump to the next subpass.
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.end_render_pass(Default::default())
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.unwrap();
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// Finish recording the command buffer by calling `end`.
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let command_buffer = builder.end().unwrap();
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let future = previous_frame_end
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.then_execute(context.graphics_queue().clone(), command_buffer)
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.unwrap()
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.boxed();
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// The color output is now expected to contain our triangle. But in order to
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// show it on the screen, we have to *present* the image by calling
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// `present` on the window renderer.
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//
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// This function does not actually present the image immediately. Instead it
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// submits a present command at the end of the queue. This means that it will
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// only be presented once the GPU has finished executing the command buffer
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// that draws the triangle.
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window_renderer.present(future, false);
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}
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Event::AboutToWait => window_renderer.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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swapchain_images: &[Arc<ImageView>],
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render_pass: Arc<RenderPass>,
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viewport: &mut Viewport,
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) -> Vec<Arc<Framebuffer>> {
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let extent = swapchain_images[0].image().extent();
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viewport.extent = [extent[0] as f32, extent[1] as f32];
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swapchain_images
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.iter()
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.map(|swapchain_image| {
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Framebuffer::new(
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render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![swapchain_image.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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}
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