mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-22 06:45:23 +00:00
43e2db0dbd
* Make `CommandBufferAllocator` object-safe, remove the generics * Fix tests * Fix examples * Remove the panic * Remove outdated docs * Document `Send + Sync` impl of `UnsafeCommandBuffer`
429 lines
15 KiB
Rust
429 lines
15 KiB
Rust
// This example demonstrates using the `VK_KHR_multiview` extension to render to multiple layers of
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// the framebuffer in one render pass. This can significantly improve performance in cases where
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// multiple perspectives or cameras are very similar like in virtual reality or other types of
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// stereoscopic rendering where the left and right eye only differ in a small position offset.
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use std::{fs::File, io::BufWriter, path::Path, 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, BufferImageCopy,
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CommandBufferUsage, CopyImageToBufferInfo, RenderPassBeginInfo,
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},
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device::{
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physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, Features,
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QueueCreateInfo, QueueFlags,
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},
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format::Format,
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image::{
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view::ImageView, Image, ImageCreateInfo, ImageLayout, ImageSubresourceLayers, ImageType,
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ImageUsage, SampleCount,
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},
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instance::{Instance, InstanceCreateFlags, InstanceCreateInfo, InstanceExtensions},
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memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
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pipeline::{
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graphics::{
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color_blend::{ColorBlendAttachmentState, ColorBlendState},
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input_assembly::InputAssemblyState,
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multisample::MultisampleState,
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rasterization::RasterizationState,
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vertex_input::{Vertex, VertexDefinition},
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viewport::{Viewport, ViewportState},
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GraphicsPipelineCreateInfo,
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},
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layout::PipelineDescriptorSetLayoutCreateInfo,
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GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo,
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},
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render_pass::{
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AttachmentDescription, AttachmentLoadOp, AttachmentReference, AttachmentStoreOp,
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Framebuffer, FramebufferCreateInfo, RenderPass, RenderPassCreateInfo, Subpass,
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SubpassDescription,
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},
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sync::{self, GpuFuture},
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VulkanLibrary,
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};
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fn main() {
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let library = VulkanLibrary::new().unwrap();
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let instance = Instance::new(
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library,
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InstanceCreateInfo {
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flags: InstanceCreateFlags::ENUMERATE_PORTABILITY,
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enabled_extensions: InstanceExtensions {
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// Required to get multiview limits.
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khr_get_physical_device_properties2: true,
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..InstanceExtensions::empty()
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},
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..Default::default()
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},
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)
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.unwrap();
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let device_extensions = DeviceExtensions {
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..DeviceExtensions::empty()
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};
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let features = Features {
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// enabling the `multiview` feature will use the `VK_KHR_multiview` extension on Vulkan 1.0
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// and the device feature on Vulkan 1.1+.
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multiview: true,
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..Features::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(&features))
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.filter(|p| {
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// This example renders to two layers of the framebuffer using the multiview extension
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// so we check that at least two views are supported by the device. Not checking this
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// on a device that doesn't support two views will lead to a runtime error when
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// creating the `RenderPass`. The `max_multiview_view_count` function will return
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// `None` when the `VK_KHR_get_physical_device_properties2` instance extension has not
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// been enabled.
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p.properties().max_multiview_view_count.unwrap_or(0) >= 2
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})
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.filter_map(|p| {
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p.queue_family_properties()
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.iter()
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.position(|q| q.queue_flags.intersects(QueueFlags::GRAPHICS))
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.map(|i| (p, i as u32))
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})
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.min_by_key(|(p, _)| match p.properties().device_type {
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PhysicalDeviceType::DiscreteGpu => 0,
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PhysicalDeviceType::IntegratedGpu => 1,
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PhysicalDeviceType::VirtualGpu => 2,
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PhysicalDeviceType::Cpu => 3,
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PhysicalDeviceType::Other => 4,
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_ => 5,
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})
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// A real application should probably fall back to rendering the framebuffer layers in
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// multiple passes when multiview isn't supported.
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.expect(
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"no device supports two multiview views or the \
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`VK_KHR_get_physical_device_properties2` instance extension has not been loaded",
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);
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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: 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 image = Image::new(
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memory_allocator.clone(),
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ImageCreateInfo {
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image_type: ImageType::Dim2d,
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format: Format::B8G8R8A8_SRGB,
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extent: [512, 512, 1],
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array_layers: 2,
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usage: ImageUsage::TRANSFER_SRC | ImageUsage::COLOR_ATTACHMENT,
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..Default::default()
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},
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AllocationCreateInfo::default(),
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)
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.unwrap();
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let image_view = ImageView::new_default(image.clone()).unwrap();
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#[derive(BufferContents, Vertex)]
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#[repr(C)]
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struct Vertex {
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#[format(R32G32_SFLOAT)]
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position: [f32; 2],
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}
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let vertices = [
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Vertex {
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position: [-0.5, -0.25],
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},
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Vertex {
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position: [0.0, 0.5],
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},
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Vertex {
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position: [0.25, -0.1],
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},
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];
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let vertex_buffer = Buffer::from_iter(
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memory_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::VERTEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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vertices,
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)
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.unwrap();
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// Note the `#extension GL_EXT_multiview : enable` that enables the multiview extension for the
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// shader and the use of `gl_ViewIndex` which contains a value based on which view the shader
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// is being invoked for. In this example `gl_ViewIndex` is used to toggle a hardcoded offset
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// for vertex positions but in a VR application you could easily use it as an index to a
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// uniform array that contains the transformation matrices for the left and right eye.
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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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#extension GL_EXT_multiview : enable
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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) + gl_ViewIndex * vec4(0.25, 0.25, 0.0, 0.0);
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}
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",
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}
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}
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mod fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: r"
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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",
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}
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}
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let render_pass_description = RenderPassCreateInfo {
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attachments: vec![AttachmentDescription {
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format: image.format(),
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samples: SampleCount::Sample1,
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load_op: AttachmentLoadOp::Clear,
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store_op: AttachmentStoreOp::Store,
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initial_layout: ImageLayout::ColorAttachmentOptimal,
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final_layout: ImageLayout::ColorAttachmentOptimal,
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..Default::default()
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}],
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subpasses: vec![SubpassDescription {
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// The view mask indicates which layers of the framebuffer should be rendered for each
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// subpass.
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view_mask: 0b11,
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color_attachments: vec![Some(AttachmentReference {
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attachment: 0,
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layout: ImageLayout::ColorAttachmentOptimal,
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..Default::default()
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})],
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..Default::default()
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}],
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// The correlated view masks indicate sets of views that may be more efficient to render
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// concurrently.
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correlated_view_masks: vec![0b11],
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..Default::default()
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};
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let render_pass = RenderPass::new(device.clone(), render_pass_description).unwrap();
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let framebuffer = Framebuffer::new(
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render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![image_view],
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..Default::default()
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},
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)
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.unwrap();
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let pipeline = {
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let vs = vs::load(device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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let fs = fs::load(device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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let vertex_input_state = Vertex::per_vertex()
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.definition(&vs.info().input_interface)
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.unwrap();
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let stages = [
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PipelineShaderStageCreateInfo::new(vs),
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PipelineShaderStageCreateInfo::new(fs),
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];
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let layout = PipelineLayout::new(
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device.clone(),
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PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
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.into_pipeline_layout_create_info(device.clone())
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.unwrap(),
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)
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.unwrap();
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let subpass = Subpass::from(render_pass, 0).unwrap();
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GraphicsPipeline::new(
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device.clone(),
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None,
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GraphicsPipelineCreateInfo {
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stages: stages.into_iter().collect(),
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vertex_input_state: Some(vertex_input_state),
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input_assembly_state: Some(InputAssemblyState::default()),
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viewport_state: Some(ViewportState {
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viewports: [Viewport {
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offset: [0.0, 0.0],
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extent: [image.extent()[0] as f32, image.extent()[1] as f32],
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depth_range: 0.0..=1.0,
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}]
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.into_iter()
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.collect(),
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..Default::default()
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}),
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rasterization_state: Some(RasterizationState::default()),
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multisample_state: Some(MultisampleState::default()),
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color_blend_state: Some(ColorBlendState::with_attachment_states(
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subpass.num_color_attachments(),
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ColorBlendAttachmentState::default(),
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)),
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subpass: Some(subpass.into()),
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..GraphicsPipelineCreateInfo::layout(layout)
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},
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)
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.unwrap()
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};
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let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new(
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device.clone(),
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Default::default(),
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));
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let create_buffer = || {
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Buffer::from_iter(
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memory_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::TRANSFER_DST,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_HOST
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| MemoryTypeFilter::HOST_RANDOM_ACCESS,
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..Default::default()
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},
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(0..image.extent()[0] * image.extent()[1] * 4).map(|_| 0u8),
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)
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.unwrap()
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};
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let buffer1 = create_buffer();
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let buffer2 = create_buffer();
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let mut builder = AutoCommandBufferBuilder::primary(
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command_buffer_allocator,
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queue.queue_family_index(),
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CommandBufferUsage::OneTimeSubmit,
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)
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.unwrap();
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// Drawing commands are broadcast to each view in the view mask of the active renderpass which
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// means only a single draw call is needed to draw to multiple layers of the framebuffer.
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builder
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.begin_render_pass(
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RenderPassBeginInfo {
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clear_values: vec![Some([0.0, 0.0, 1.0, 1.0].into())],
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..RenderPassBeginInfo::framebuffer(framebuffer)
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},
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Default::default(),
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)
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.unwrap()
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.bind_pipeline_graphics(pipeline)
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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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.draw(vertex_buffer.len() as u32, 1, 0, 0)
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.unwrap()
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.end_render_pass(Default::default())
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.unwrap();
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// Copy the image layers to different buffers to save them as individual images to disk.
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builder
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.copy_image_to_buffer(CopyImageToBufferInfo {
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regions: [BufferImageCopy {
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image_subresource: ImageSubresourceLayers {
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array_layers: 0..1,
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..image.subresource_layers()
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},
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image_extent: image.extent(),
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..Default::default()
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}]
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.into(),
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..CopyImageToBufferInfo::image_buffer(image.clone(), buffer1.clone())
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})
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.unwrap()
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.copy_image_to_buffer(CopyImageToBufferInfo {
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regions: [BufferImageCopy {
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image_subresource: ImageSubresourceLayers {
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array_layers: 1..2,
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..image.subresource_layers()
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},
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image_extent: image.extent(),
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..Default::default()
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}]
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.into(),
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..CopyImageToBufferInfo::image_buffer(image.clone(), buffer2.clone())
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})
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.unwrap();
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let command_buffer = builder.build().unwrap();
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let future = sync::now(device)
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.then_execute(queue, command_buffer)
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.unwrap()
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.then_signal_fence_and_flush()
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.unwrap();
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future.wait(None).unwrap();
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// Write each layer to its own file.
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write_image_buffer_to_file(
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buffer1,
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"multiview1.png",
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image.extent()[0],
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image.extent()[1],
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);
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write_image_buffer_to_file(
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buffer2,
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"multiview2.png",
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image.extent()[0],
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image.extent()[1],
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);
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}
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fn write_image_buffer_to_file(buffer: Subbuffer<[u8]>, path: &str, width: u32, height: u32) {
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let buffer_content = buffer.read().unwrap();
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let path = Path::new(env!("CARGO_MANIFEST_DIR")).join(path);
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let file = File::create(&path).unwrap();
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let w = &mut BufWriter::new(file);
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let mut encoder = png::Encoder::new(w, width, height);
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encoder.set_color(png::ColorType::Rgba);
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encoder.set_depth(png::BitDepth::Eight);
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let mut writer = encoder.write_header().unwrap();
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writer.write_image_data(&buffer_content).unwrap();
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if let Ok(path) = path.canonicalize() {
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println!("Saved to {}", path.display());
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}
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}
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