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d60677b59e
* Replace cgmath with glam in the examples * Implement type_for_format! for glam * Remove comment where I'm freaking out because of OpenGL flashbacks * Update Cargo.toml Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com> * Update vulkano/autogen/formats.rs Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com> * Fix glam type_for_format * Format the code --------- Co-authored-by: marc0246 <40955683+marc0246@users.noreply.github.com>
294 lines
11 KiB
Rust
294 lines
11 KiB
Rust
use crate::app::App;
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use glam::IVec2;
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use rand::Rng;
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use std::sync::Arc;
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use vulkano::{
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buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, CommandBufferBeginInfo, CommandBufferLevel,
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CommandBufferUsage, 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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format::Format,
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image::{view::ImageView, Image, ImageCreateInfo, ImageType, ImageUsage},
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memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
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pipeline::{
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compute::ComputePipelineCreateInfo, layout::PipelineDescriptorSetLayoutCreateInfo,
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ComputePipeline, Pipeline, PipelineBindPoint, PipelineLayout,
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PipelineShaderStageCreateInfo,
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},
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sync::GpuFuture,
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};
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/// Pipeline holding double buffered grid & color image. Grids are used to calculate the state, and
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/// color image is used to show the output. Because on each step we determine state in parallel, we
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/// need to write the output to another grid. Otherwise the state would not be correctly determined
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/// as one shader invocation might read data that was just written by another shader invocation.
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pub struct GameOfLifeComputePipeline {
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compute_queue: Arc<Queue>,
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compute_life_pipeline: Arc<ComputePipeline>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
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life_in: Subbuffer<[u32]>,
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life_out: Subbuffer<[u32]>,
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image: Arc<ImageView>,
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}
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fn rand_grid(memory_allocator: Arc<StandardMemoryAllocator>, size: [u32; 2]) -> Subbuffer<[u32]> {
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Buffer::from_iter(
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memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::STORAGE_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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(0..(size[0] * size[1])).map(|_| rand::thread_rng().gen_range(0u32..=1)),
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)
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.unwrap()
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}
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impl GameOfLifeComputePipeline {
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pub fn new(app: &App, compute_queue: Arc<Queue>, size: [u32; 2]) -> GameOfLifeComputePipeline {
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let memory_allocator = app.context.memory_allocator();
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let life_in = rand_grid(memory_allocator.clone(), size);
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let life_out = rand_grid(memory_allocator.clone(), size);
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let compute_life_pipeline = {
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let device = compute_queue.device();
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let cs = compute_life_cs::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 stage = PipelineShaderStageCreateInfo::new(cs);
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let layout = PipelineLayout::new(
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device.clone(),
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PipelineDescriptorSetLayoutCreateInfo::from_stages([&stage])
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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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ComputePipeline::new(
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device.clone(),
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None,
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ComputePipelineCreateInfo::stage_layout(stage, layout),
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)
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.unwrap()
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};
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let image = ImageView::new_default(
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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::R8G8B8A8_UNORM,
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extent: [size[0], size[1], 1],
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usage: ImageUsage::TRANSFER_DST | ImageUsage::SAMPLED | ImageUsage::STORAGE,
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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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)
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.unwrap();
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GameOfLifeComputePipeline {
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compute_queue,
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compute_life_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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life_in,
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life_out,
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image,
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}
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}
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pub fn color_image(&self) -> Arc<ImageView> {
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self.image.clone()
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}
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pub fn draw_life(&self, pos: IVec2) {
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let mut life_in = self.life_in.write().unwrap();
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let extent = self.image.image().extent();
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if pos.y < 0 || pos.y >= extent[1] as i32 || pos.x < 0 || pos.x >= extent[0] as i32 {
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return;
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}
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let index = (pos.y * extent[0] as i32 + pos.x) as usize;
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life_in[index] = 1;
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}
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pub fn compute(
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&mut self,
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before_future: Box<dyn GpuFuture>,
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life_color: [f32; 4],
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dead_color: [f32; 4],
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) -> Box<dyn GpuFuture> {
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let mut builder = RecordingCommandBuffer::new(
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self.command_buffer_allocator.clone(),
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self.compute_queue.queue_family_index(),
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CommandBufferLevel::Primary,
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CommandBufferBeginInfo {
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usage: CommandBufferUsage::OneTimeSubmit,
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..Default::default()
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},
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)
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.unwrap();
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// Dispatch will mutate the builder adding commands which won't be sent before we build the
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// command buffer after dispatches. This will minimize the commands we send to the GPU. For
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// example, we could be doing tens of dispatches here depending on our needs. Maybe we
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// wanted to simulate 10 steps at a time...
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// First compute the next state.
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self.dispatch(&mut builder, life_color, dead_color, 0);
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// Then color based on the next state.
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self.dispatch(&mut builder, life_color, dead_color, 1);
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let command_buffer = builder.end().unwrap();
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let finished = before_future
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.then_execute(self.compute_queue.clone(), command_buffer)
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.unwrap();
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let after_pipeline = finished.then_signal_fence_and_flush().unwrap().boxed();
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// Swap input and output so the output becomes the input for next frame.
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std::mem::swap(&mut self.life_in, &mut self.life_out);
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after_pipeline
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}
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/// Builds the command for a dispatch.
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fn dispatch(
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&self,
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builder: &mut RecordingCommandBuffer,
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life_color: [f32; 4],
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dead_color: [f32; 4],
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// Step determines whether we color or compute life (see branch in the shader)s.
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step: i32,
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) {
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// Resize image if needed.
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let image_extent = self.image.image().extent();
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let pipeline_layout = self.compute_life_pipeline.layout();
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let desc_layout = &pipeline_layout.set_layouts()[0];
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let set = DescriptorSet::new(
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self.descriptor_set_allocator.clone(),
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desc_layout.clone(),
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[
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WriteDescriptorSet::image_view(0, self.image.clone()),
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WriteDescriptorSet::buffer(1, self.life_in.clone()),
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WriteDescriptorSet::buffer(2, self.life_out.clone()),
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],
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[],
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)
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.unwrap();
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let push_constants = compute_life_cs::PushConstants {
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life_color,
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dead_color,
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step,
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};
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builder
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.bind_pipeline_compute(self.compute_life_pipeline.clone())
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.unwrap()
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.bind_descriptor_sets(PipelineBindPoint::Compute, pipeline_layout.clone(), 0, set)
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.unwrap()
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.push_constants(pipeline_layout.clone(), 0, push_constants)
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.unwrap();
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unsafe {
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builder
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.dispatch([image_extent[0] / 8, image_extent[1] / 8, 1])
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.unwrap();
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}
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}
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}
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mod compute_life_cs {
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vulkano_shaders::shader! {
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ty: "compute",
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src: r"
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#version 450
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(set = 0, binding = 0, rgba8) uniform writeonly image2D img;
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layout(set = 0, binding = 1) buffer LifeInBuffer { uint life_in[]; };
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layout(set = 0, binding = 2) buffer LifeOutBuffer { uint life_out[]; };
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layout(push_constant) uniform PushConstants {
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vec4 life_color;
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vec4 dead_color;
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int step;
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} push_constants;
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int get_index(ivec2 pos) {
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ivec2 dims = ivec2(imageSize(img));
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return pos.y * dims.x + pos.x;
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}
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// https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
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void compute_life() {
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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int index = get_index(pos);
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ivec2 up_left = pos + ivec2(-1, 1);
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ivec2 up = pos + ivec2(0, 1);
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ivec2 up_right = pos + ivec2(1, 1);
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ivec2 right = pos + ivec2(1, 0);
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ivec2 down_right = pos + ivec2(1, -1);
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ivec2 down = pos + ivec2(0, -1);
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ivec2 down_left = pos + ivec2(-1, -1);
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ivec2 left = pos + ivec2(-1, 0);
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int alive_count = 0;
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if (life_in[get_index(up_left)] == 1) { alive_count += 1; }
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if (life_in[get_index(up)] == 1) { alive_count += 1; }
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if (life_in[get_index(up_right)] == 1) { alive_count += 1; }
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if (life_in[get_index(right)] == 1) { alive_count += 1; }
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if (life_in[get_index(down_right)] == 1) { alive_count += 1; }
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if (life_in[get_index(down)] == 1) { alive_count += 1; }
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if (life_in[get_index(down_left)] == 1) { alive_count += 1; }
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if (life_in[get_index(left)] == 1) { alive_count += 1; }
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// Dead becomes alive.
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if (life_in[index] == 0 && alive_count == 3) {
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life_out[index] = 1;
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}
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// Becomes dead.
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else if (life_in[index] == 1 && alive_count < 2 || alive_count > 3) {
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life_out[index] = 0;
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}
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// Else do nothing.
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else {
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life_out[index] = life_in[index];
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}
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}
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void compute_color() {
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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int index = get_index(pos);
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if (life_out[index] == 1) {
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imageStore(img, pos, push_constants.life_color);
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} else {
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imageStore(img, pos, push_constants.dead_color);
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}
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}
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void main() {
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if (push_constants.step == 0) {
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compute_life();
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} else {
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compute_color();
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}
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}
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",
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}
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}
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