mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-28 17:54:45 +00:00
614 lines
21 KiB
Rust
614 lines
21 KiB
Rust
// Some relevant documentation:
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//
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// - Tessellation overview https://www.khronos.org/opengl/wiki/Tessellation
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// - Tessellation Control Shader https://www.khronos.org/opengl/wiki/Tessellation_Control_Shader
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// - Tessellation Evaluation Shader https://www.khronos.org/opengl/wiki/Tessellation_Evaluation_Shader
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// - Tessellation real-world usage 1 http://ogldev.atspace.co.uk/www/tutorial30/tutorial30.html
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// - Tessellation real-world usage 2 https://prideout.net/blog/?p=48
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// Notable elements of this example:
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//
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// - Usage of a tessellation control shader and a tessellation evaluation shader.
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// - `tessellation_shaders` and `tessellation_state` are called on the pipeline builder.
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// - The use of `PrimitiveTopology::PatchList`.
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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, Subbuffer},
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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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device::{
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physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, DeviceFeatures,
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Queue, QueueCreateInfo, QueueFlags,
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},
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image::{view::ImageView, Image, 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, PrimitiveTopology},
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multisample::MultisampleState,
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rasterization::{PolygonMode, RasterizationState},
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tessellation::TessellationState,
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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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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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application::ApplicationHandler,
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event::WindowEvent,
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event_loop::{ActiveEventLoop, EventLoop},
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window::{Window, WindowId},
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};
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fn main() -> Result<(), impl Error> {
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let event_loop = EventLoop::new().unwrap();
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let mut app = App::new(&event_loop);
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event_loop.run_app(&mut app)
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}
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struct App {
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instance: Arc<Instance>,
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device: Arc<Device>,
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queue: Arc<Queue>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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vertex_buffer: Subbuffer<[MyVertex]>,
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rcx: Option<RenderContext>,
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}
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struct RenderContext {
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window: Arc<Window>,
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swapchain: Arc<Swapchain>,
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render_pass: Arc<RenderPass>,
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framebuffers: Vec<Arc<Framebuffer>>,
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pipeline: Arc<GraphicsPipeline>,
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viewport: Viewport,
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recreate_swapchain: bool,
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previous_frame_end: Option<Box<dyn GpuFuture>>,
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}
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impl App {
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fn new(event_loop: &EventLoop<()>) -> Self {
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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 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 device_features = DeviceFeatures {
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tessellation_shader: true,
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fill_mode_non_solid: true,
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..DeviceFeatures::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(|p| p.supported_features().contains(&device_features))
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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.presentation_support(i as u32, event_loop).unwrap()
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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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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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enabled_extensions: device_extensions,
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enabled_features: device_features,
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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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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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let vertices = [
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MyVertex {
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position: [-0.5, -0.25],
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},
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MyVertex {
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position: [0.0, 0.5],
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},
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MyVertex {
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position: [0.25, -0.1],
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},
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MyVertex {
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position: [0.9, 0.9],
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},
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MyVertex {
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position: [0.9, 0.8],
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},
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MyVertex {
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position: [0.8, 0.8],
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},
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MyVertex {
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position: [-0.9, 0.9],
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},
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MyVertex {
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position: [-0.7, 0.6],
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},
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MyVertex {
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position: [-0.5, 0.9],
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},
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];
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let vertex_buffer = Buffer::from_iter(
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memory_allocator,
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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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App {
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instance,
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device,
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queue,
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command_buffer_allocator,
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vertex_buffer,
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rcx: None,
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}
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}
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}
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impl ApplicationHandler for App {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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let window = Arc::new(
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event_loop
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.create_window(Window::default_attributes())
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.unwrap(),
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);
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let surface = Surface::from_window(self.instance.clone(), window.clone()).unwrap();
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let window_size = window.inner_size();
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let (swapchain, images) = {
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let surface_capabilities = self
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.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, _) = self
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.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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Swapchain::new(
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self.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 render_pass = vulkano::single_pass_renderpass!(
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self.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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},
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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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let framebuffers = window_size_dependent_setup(&images, &render_pass);
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let pipeline = {
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let vs = vs::load(self.device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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let tcs = tcs::load(self.device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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let tes = tes::load(self.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(self.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 = MyVertex::per_vertex().definition(&vs).unwrap();
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let stages = [
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PipelineShaderStageCreateInfo::new(vs),
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PipelineShaderStageCreateInfo::new(tcs),
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PipelineShaderStageCreateInfo::new(tes),
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PipelineShaderStageCreateInfo::new(fs),
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];
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let layout = PipelineLayout::new(
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self.device.clone(),
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PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
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.into_pipeline_layout_create_info(self.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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self.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 {
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topology: PrimitiveTopology::PatchList,
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..Default::default()
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}),
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tessellation_state: Some(TessellationState {
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// Use a patch_control_points of 3, because we want to convert one
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// *triangle* into lots of little ones. A value of 4 would convert a
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// *rectangle* into lots of little triangles.
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patch_control_points: 3,
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..Default::default()
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}),
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viewport_state: Some(ViewportState::default()),
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rasterization_state: Some(RasterizationState {
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polygon_mode: PolygonMode::Line,
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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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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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let viewport = Viewport {
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offset: [0.0, 0.0],
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extent: window_size.into(),
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depth_range: 0.0..=1.0,
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};
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let previous_frame_end = Some(sync::now(self.device.clone()).boxed());
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self.rcx = Some(RenderContext {
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window,
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swapchain,
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render_pass,
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framebuffers,
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pipeline,
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viewport,
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recreate_swapchain: false,
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previous_frame_end,
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});
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}
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fn window_event(
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&mut self,
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event_loop: &ActiveEventLoop,
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_window_id: WindowId,
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event: WindowEvent,
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) {
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let rcx = self.rcx.as_mut().unwrap();
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match event {
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WindowEvent::CloseRequested => {
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event_loop.exit();
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}
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WindowEvent::Resized(_) => {
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rcx.recreate_swapchain = true;
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}
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WindowEvent::RedrawRequested => {
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let window_size = rcx.window.inner_size();
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if window_size.width == 0 || window_size.height == 0 {
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return;
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}
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rcx.previous_frame_end.as_mut().unwrap().cleanup_finished();
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if rcx.recreate_swapchain {
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let (new_swapchain, new_images) = rcx
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.swapchain
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.recreate(SwapchainCreateInfo {
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image_extent: window_size.into(),
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..rcx.swapchain.create_info()
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})
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.expect("failed to recreate swapchain");
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rcx.swapchain = new_swapchain;
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rcx.framebuffers = window_size_dependent_setup(&new_images, &rcx.render_pass);
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rcx.viewport.extent = window_size.into();
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rcx.recreate_swapchain = false;
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}
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let (image_index, suboptimal, acquire_future) = match acquire_next_image(
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rcx.swapchain.clone(),
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None,
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)
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.map_err(Validated::unwrap)
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{
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Ok(r) => r,
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Err(VulkanError::OutOfDate) => {
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rcx.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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rcx.recreate_swapchain = true;
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}
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let mut builder = AutoCommandBufferBuilder::primary(
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self.command_buffer_allocator.clone(),
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self.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![Some([0.0, 0.0, 0.0, 1.0].into())],
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..RenderPassBeginInfo::framebuffer(
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rcx.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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.set_viewport(0, [rcx.viewport.clone()].into_iter().collect())
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.unwrap()
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.bind_pipeline_graphics(rcx.pipeline.clone())
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.unwrap()
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.bind_vertex_buffers(0, self.vertex_buffer.clone())
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.unwrap();
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unsafe { builder.draw(self.vertex_buffer.len() as u32, 1, 0, 0) }.unwrap();
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builder.end_render_pass(Default::default()).unwrap();
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let command_buffer = builder.build().unwrap();
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let future = rcx
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.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(self.queue.clone(), command_buffer)
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.unwrap()
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.then_swapchain_present(
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self.queue.clone(),
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SwapchainPresentInfo::swapchain_image_index(
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rcx.swapchain.clone(),
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image_index,
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),
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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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rcx.previous_frame_end = Some(future.boxed());
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}
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Err(VulkanError::OutOfDate) => {
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rcx.recreate_swapchain = true;
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rcx.previous_frame_end = Some(sync::now(self.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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rcx.previous_frame_end = Some(sync::now(self.device.clone()).boxed());
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}
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}
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}
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_ => {}
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}
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}
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|
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fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
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let rcx = self.rcx.as_mut().unwrap();
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rcx.window.request_redraw();
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}
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}
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#[derive(BufferContents, Vertex)]
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#[repr(C)]
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struct MyVertex {
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#[format(R32G32_SFLOAT)]
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position: [f32; 2],
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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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images: &[Arc<Image>],
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render_pass: &Arc<RenderPass>,
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) -> Vec<Arc<Framebuffer>> {
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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],
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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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|
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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 tcs {
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vulkano_shaders::shader! {
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ty: "tess_ctrl",
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src: r"
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#version 450
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|
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// A value of 3 means a patch consists of a single triangle.
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layout(vertices = 3) out;
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|
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void main(void) {
|
|
// Save the position of the patch, so the TES can access it. We could define our
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// own output variables for this, but `gl_out` is handily provided.
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gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
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|
|
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// Many triangles are generated in the center.
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gl_TessLevelInner[0] = 10;
|
|
// No triangles are generated for this edge.
|
|
gl_TessLevelOuter[0] = 1;
|
|
// Many triangles are generated for this edge.
|
|
gl_TessLevelOuter[1] = 10;
|
|
// Many triangles are generated for this edge.
|
|
gl_TessLevelOuter[2] = 10;
|
|
|
|
// These are only used when TES uses `layout(quads)`.
|
|
// gl_TessLevelInner[1] = ...;
|
|
// gl_TessLevelOuter[3] = ...;
|
|
}
|
|
",
|
|
}
|
|
}
|
|
|
|
// There is a stage in between TCS and TES called Primitive Generation (PG). Shaders cannot be
|
|
// defined for it. It takes `gl_TessLevelInner` and `gl_TessLevelOuter` and uses them to generate
|
|
// positions within the patch and pass them to TES via `gl_TessCoord`.
|
|
//
|
|
// When TES uses `layout(triangles)` then `gl_TessCoord` is in Barycentric coordinates. If
|
|
// `layout(quads)` is used then `gl_TessCoord` is in Cartesian coordinates. Barycentric coordinates
|
|
// are of the form (x, y, z) where x + y + z = 1 and the values x, y and z represent the distance
|
|
// from a vertex of the triangle.
|
|
// https://mathworld.wolfram.com/BarycentricCoordinates.html
|
|
|
|
mod tes {
|
|
vulkano_shaders::shader! {
|
|
ty: "tess_eval",
|
|
src: r"
|
|
#version 450
|
|
|
|
layout(triangles, equal_spacing, cw) in;
|
|
|
|
void main(void) {
|
|
// Retrieve the vertex positions set by the TCS.
|
|
vec4 v1 = gl_in[0].gl_Position;
|
|
vec4 v2 = gl_in[1].gl_Position;
|
|
vec4 v3 = gl_in[2].gl_Position;
|
|
|
|
// Convert `gl_TessCoord` from Barycentric coordinates to Cartesian coordinates.
|
|
gl_Position = vec4(
|
|
gl_TessCoord.x * v1.x + gl_TessCoord.y * v2.x + gl_TessCoord.z * v3.x,
|
|
gl_TessCoord.x * v1.y + gl_TessCoord.y * v2.y + gl_TessCoord.z * v3.y,
|
|
gl_TessCoord.x * v1.z + gl_TessCoord.y * v2.z + gl_TessCoord.z * v3.z,
|
|
1.0
|
|
);
|
|
}
|
|
",
|
|
}
|
|
}
|
|
|
|
mod fs {
|
|
vulkano_shaders::shader! {
|
|
ty: "fragment",
|
|
src: r"
|
|
#version 450
|
|
|
|
layout(location = 0) out vec4 f_color;
|
|
|
|
void main() {
|
|
f_color = vec4(1.0, 1.0, 1.0, 1.0);
|
|
}
|
|
",
|
|
}
|
|
}
|