mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-22 23:05:43 +00:00
287 lines
9.6 KiB
Rust
287 lines
9.6 KiB
Rust
use crate::app::App;
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use std::sync::Arc;
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use vulkano::{
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buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, CommandBuffer, CommandBufferBeginInfo,
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CommandBufferInheritanceInfo, CommandBufferLevel, CommandBufferUsage,
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RecordingCommandBuffer,
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},
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descriptor_set::{
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allocator::StandardDescriptorSetAllocator, DescriptorSet, WriteDescriptorSet,
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},
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device::Queue,
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image::{
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sampler::{Filter, Sampler, SamplerAddressMode, SamplerCreateInfo, SamplerMipmapMode},
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view::ImageView,
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},
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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, Pipeline, PipelineBindPoint, PipelineLayout,
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PipelineShaderStageCreateInfo,
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},
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render_pass::Subpass,
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};
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/// Vertex for textured quads.
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#[derive(BufferContents, Vertex)]
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#[repr(C)]
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pub struct TexturedVertex {
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#[format(R32G32_SFLOAT)]
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pub position: [f32; 2],
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#[format(R32G32_SFLOAT)]
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pub tex_coords: [f32; 2],
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}
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pub fn textured_quad(width: f32, height: f32) -> (Vec<TexturedVertex>, Vec<u32>) {
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(
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vec![
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TexturedVertex {
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position: [-(width / 2.0), -(height / 2.0)],
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tex_coords: [0.0, 1.0],
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},
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TexturedVertex {
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position: [-(width / 2.0), height / 2.0],
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tex_coords: [0.0, 0.0],
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},
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TexturedVertex {
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position: [width / 2.0, height / 2.0],
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tex_coords: [1.0, 0.0],
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},
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TexturedVertex {
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position: [width / 2.0, -(height / 2.0)],
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tex_coords: [1.0, 1.0],
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},
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],
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vec![0, 2, 1, 0, 3, 2],
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)
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}
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/// A subpass pipeline that fills a quad over the frame.
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pub struct PixelsDrawPipeline {
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gfx_queue: Arc<Queue>,
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subpass: Subpass,
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pipeline: Arc<GraphicsPipeline>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
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vertices: Subbuffer<[TexturedVertex]>,
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indices: Subbuffer<[u32]>,
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}
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impl PixelsDrawPipeline {
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pub fn new(app: &App, gfx_queue: Arc<Queue>, subpass: Subpass) -> PixelsDrawPipeline {
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let (vertices, indices) = textured_quad(2.0, 2.0);
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let memory_allocator = app.context.memory_allocator();
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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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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 pipeline = {
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let device = gfx_queue.device();
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let vs = vs::load(device.clone())
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.expect("failed to create shader module")
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.entry_point("main")
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.expect("shader entry point not found");
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let fs = fs::load(device.clone())
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.expect("failed to create shader module")
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.entry_point("main")
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.expect("shader entry point not found");
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let vertex_input_state = TexturedVertex::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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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::default()),
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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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dynamic_state: [DynamicState::Viewport].into_iter().collect(),
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subpass: Some(subpass.clone().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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PixelsDrawPipeline {
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gfx_queue,
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subpass,
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pipeline,
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command_buffer_allocator: app.command_buffer_allocator.clone(),
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descriptor_set_allocator: app.descriptor_set_allocator.clone(),
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vertices: vertex_buffer,
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indices: index_buffer,
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}
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}
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fn create_image_sampler_nearest(&self, image: Arc<ImageView>) -> Arc<DescriptorSet> {
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let layout = &self.pipeline.layout().set_layouts()[0];
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let sampler = Sampler::new(
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self.gfx_queue.device().clone(),
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SamplerCreateInfo {
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mag_filter: Filter::Nearest,
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min_filter: Filter::Nearest,
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address_mode: [SamplerAddressMode::Repeat; 3],
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mipmap_mode: SamplerMipmapMode::Nearest,
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..Default::default()
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},
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)
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.unwrap();
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DescriptorSet::new(
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self.descriptor_set_allocator.clone(),
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layout.clone(),
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[
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WriteDescriptorSet::sampler(0, sampler),
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WriteDescriptorSet::image_view(1, image),
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],
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[],
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)
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.unwrap()
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}
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/// Draws input `image` over a quad of size -1.0 to 1.0.
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pub fn draw(&self, viewport_dimensions: [u32; 2], image: Arc<ImageView>) -> Arc<CommandBuffer> {
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let mut builder = RecordingCommandBuffer::new(
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self.command_buffer_allocator.clone(),
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self.gfx_queue.queue_family_index(),
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CommandBufferLevel::Secondary,
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CommandBufferBeginInfo {
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usage: CommandBufferUsage::MultipleSubmit,
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inheritance_info: Some(CommandBufferInheritanceInfo {
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render_pass: Some(self.subpass.clone().into()),
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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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builder
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.set_viewport(
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0,
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[Viewport {
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offset: [0.0, 0.0],
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extent: [viewport_dimensions[0] as f32, viewport_dimensions[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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)
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.unwrap()
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.bind_pipeline_graphics(self.pipeline.clone())
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.unwrap()
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.bind_descriptor_sets(
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PipelineBindPoint::Graphics,
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self.pipeline.layout().clone(),
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0,
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self.create_image_sampler_nearest(image),
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)
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.unwrap()
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.bind_vertex_buffers(0, self.vertices.clone())
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.unwrap()
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.bind_index_buffer(self.indices.clone())
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.unwrap();
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unsafe {
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builder
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.draw_indexed(self.indices.len() as u32, 1, 0, 0, 0)
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.unwrap();
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}
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builder.end().unwrap()
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}
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}
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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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layout(location=1) in vec2 tex_coords;
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layout(location = 0) out vec2 f_tex_coords;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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f_tex_coords = tex_coords;
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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) in vec2 v_tex_coords;
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layout(location = 0) out vec4 f_color;
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layout(set = 0, binding = 0) uniform sampler s;
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layout(set = 0, binding = 1) uniform texture2D tex;
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void main() {
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f_color = texture(sampler2D(tex, s), v_tex_coords);
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}
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",
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}
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}
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