refactoring out shaders

master
mitchellhansen 5 years ago
parent 77d30591e6
commit 2fa08bf99e

@ -13,9 +13,9 @@ rand = "0.6.5"
#vulkano = "0.13.0"
vulkano = {path = "../vulkano/vulkano"}
#vulkano-shaders = "0.14.0"
vulkano-shaders = {path = "../vulkano-shaders"}
vulkano-shaders = {path = "../vulkano/vulkano-shaders"}
#vulkano-win = "0.14.0"
vulkano-win= {path = "../vulkano-win"}
vulkano-win= {path = "../vulkano/vulkano-win"}
time = "0.1.38"
shaderc = "0.6.1"
#shade_runner = {version = "0.1.1", git = "https://github.com/MitchellHansen/shade_runner"}

@ -6,7 +6,7 @@ use vulkano::sampler::Sampler;
use vulkano::descriptor::DescriptorSet;
use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
use vulkano::buffer::CpuAccessibleBuffer;
use crate::canvas::canvas_text::{CanvasTextCacheHandle, CanvasTextHandle};
use crate::canvas::canvas_text::{CanvasTextCacheHandle, CanvasFontHandle};
use vulkano::pipeline::GraphicsPipelineAbstract;
#[derive(Clone)]
@ -75,7 +75,7 @@ impl CanvasTextCache {
#[derive(Clone)]
pub struct CanvasText {
pub(crate) handle: Arc<CanvasTextHandle>,
pub(crate) handle: Arc<CanvasFontHandle>,
pub(crate) buffer: Arc<ImmutableImage<R8Unorm>>,
pub(crate) size: (u32, u32),
}

@ -20,7 +20,7 @@ use vulkano::pipeline::viewport::Viewport;
use vulkano::descriptor::descriptor::DescriptorDescTy::TexelBuffer;
use crate::canvas::canvas_frame::CanvasFrame;
use std::hash::Hash;
use crate::canvas::canvas_text::{CanvasText, CanvasTextHandle};
use crate::canvas::canvas_text::{CanvasText, CanvasFontHandle};
use crate::canvas::canvas_buffer::{CanvasImage, CanvasTexture, CanvasTextCache};
use crate::util::vertex_3d::Vertex3D;
@ -28,6 +28,7 @@ use vulkano::pipeline::depth_stencil::{StencilFaceFlags, DynamicStencilValue};
use crate::canvas::shader::common::{CompiledGraphicsPipeline, CompiledGraphicsPipelineHandle};
use crate::canvas::shader::generic_shader::GenericShader;
use vulkano::memory::pool::PotentialDedicatedAllocation::Generic;
use rusttype::Glyph;
/// A drawable object can be passed into a CanvasFrame to be rendered
/// Very generic implementation. (N % 2 == 0) vertices, ditto for texture coords, and rgba color
@ -92,6 +93,11 @@ pub struct CanvasState {
image_drawables: HashMap<Arc<CanvasImageHandle>, Vec<Vec<Vertex3D>>>,
image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
// So what exactly is this going to hold?
// Its going to be untextured. Colored. Lists of vertices.
text_drawables: HashMap<Arc<CanvasFontHandle>, Vec<(Vertex3D)>>,
text_vertex_buffer: HashMap<Arc<CanvasFontHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
// Looks like we gotta hold onto the queue for managing textures
queue: Arc<Queue>,
device: Arc<Device>,
@ -170,6 +176,8 @@ impl CanvasState {
CanvasState {
// TODO: Might need to move this
dynamic_state: DynamicState {
line_width: None,
viewports: None,
@ -195,14 +203,16 @@ impl CanvasState {
image_buffers: vec![],
texture_buffers: vec![],
shader_buffers: vec![],
text_buffers: vec![],
colored_drawables: vec![],
colored_vertex_buffer: vec![],
textured_drawables: HashMap::default(),
textured_vertex_buffer: Default::default(),
image_drawables: Default::default(),
image_vertex_buffer: Default::default(),
text_drawables: HashMap::default(),
text_vertex_buffer: Default::default(),
queue: queue.clone(),
device: device.clone(),
@ -211,8 +221,8 @@ impl CanvasState {
}
/// Using the dimensions and suggested usage, load a CanvasImage and return it's handle
pub fn create_text_buffers(&mut self, dimensions: (u32, u32)) -> Arc<CanvasTextHandle> {
let handle = Arc::new(CanvasTextHandle { handle: self.text_buffers.len() as u32 });
pub fn create_text_buffers(&mut self, dimensions: (u32, u32)) -> Arc<CanvasFontHandle> {
let handle = Arc::new(CanvasFontHandle { handle: self.text_buffers.len() as u32 });
//
// let text = CanvasText {
// handle: handle.clone(),
@ -338,20 +348,19 @@ impl CanvasState {
/// Load and Compile a shader with the filename at resources/shaders
/// Takes physical and capabilities as we don't store that in Canvas
pub fn load_shader<T: 'static>(&mut self,
filename: String,
physical: PhysicalDevice,
capabilities: Capabilities) -> Option<Arc<CompiledGraphicsPipelineHandle>>
filename: String,
physical: PhysicalDevice,
capabilities: Capabilities) -> Option<Arc<CompiledGraphicsPipelineHandle>>
where T: CompiledGraphicsPipeline {
let handle = Arc::new(CompiledGraphicsPipelineHandle {
handle: self.shader_buffers.len() as u32
});
let shader : Box<dyn CompiledGraphicsPipeline> = Box::new(T::new(
let shader: Box<dyn CompiledGraphicsPipeline> = Box::new(T::new(
filename.clone(),
self.device.clone(),
handle.clone(),
self.render_pass.clone()
self.render_pass.clone(),
));
self.shader_buffers.push(Arc::new(shader));
@ -482,12 +491,14 @@ impl CanvasState {
ClearValue::DepthStencil((1.0, 0x00)),
);
// self.dynamic_state = DynamicState {
// line_width: None,
// viewports: self.dynamic_state.viewports.clone(),
// scissors: None,
// compare_mask: Some(StencilMask{ face: StencilFaceFlags::StencilFaceFrontBit, mask: 0xFF }),
// };
self.dynamic_state = DynamicState {
line_width: None,
viewports: self.dynamic_state.viewports.clone(),
scissors: None,
compare_mask: None,
write_mask: None,
reference: None,
};
let mut command_buffer = command_buffer.begin_render_pass(
framebuffers[image_num].clone(), false, clear_values.clone(),
@ -553,6 +564,27 @@ impl CanvasState {
}
}
// Text
let mut shader = self.text_buffers.get(
self.get_shader_handle(String::from("simple_text"))
.unwrap().clone().handle as usize
).unwrap();
if !self.text_vertex_buffer.is_empty() {
for (text_handle, vertex_buffer) in self.text_vertex_buffer.clone() {
let handle = texture_handle.clone().handle as usize;
let descriptor_set = self.text_buffers.get(handle).clone().unwrap().clone()
.get_descriptor_set(shader.get_pipeline(), self.sampler.clone());
command_buffer = command_buffer.draw(
shader.get_pipeline().clone(),
// Multiple vertex buffers must have their definition in the pipeline!
&self.dynamic_state.clone(), vec![vertex_buffer],
vec![descriptor_set], (),
).unwrap();
}
}
command_buffer
.end_render_pass()
.unwrap()

@ -9,39 +9,50 @@ use vulkano::image::{ImmutableImage, ImageUsage, ImageLayout, Dimensions};
use vulkano::format::ClearValue;
use vulkano::format::Format::R8Unorm;
const CACHE_WIDTH: usize = 1000;
const CACHE_HEIGHT: usize = 1000;
/// Typed wrapper for a u32 shader handle (index id)
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
pub struct CanvasTextHandle {
pub handle: u32
/*
So I think this thing is going to build text vertex buffers to send to the GPU.
I assume I will just lay them out in ASCII for now along with a list of
transformation matrices
Glpyh:
index: 0-255,
scale: 0.0 - 99.99
transform: (0.0, 0.0) - (1.0, 1.0)
I'm not sure if I want to send a new transformation matrix for each frame. But I suppose
that can come when I look at caching the sprites
*/
pub struct Glyph {
}
/// Typed wrapper for a u32 shader handle (index id)
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
pub struct CanvasTextCacheHandle {
pub struct CanvasFontHandle {
pub handle: u32
}
/// So currently, I'm using these as container classes which vkprocessor owns
/// I then use a CanvasFrame which accumulates lists of handles and vertices.
pub struct CanvasText {
device: Arc<Device>,
queue: Arc<Queue>,
font: Font<'static>,
cache: Cache<'static>,
cache_pixel_buffer: Vec<u8>,
texts: Vec<u8>,
}
impl CanvasText {
/// Load the font
pub fn new(device: Arc<Device>, queue: Arc<Queue>) -> CanvasText {
let cache = Cache::builder().dimensions(CACHE_WIDTH as u32, CACHE_HEIGHT as u32).build();
let cache_pixel_buffer = vec!(0; CACHE_WIDTH * CACHE_HEIGHT);
let font_data = include_bytes!("../../resources/fonts/sansation.ttf");
let font = Font::from_bytes(font_data as &[u8]).unwrap();
@ -49,13 +60,19 @@ impl CanvasText {
device: device.clone(),
queue: queue.clone(),
font: font,
cache: cache,
cache_pixel_buffer: vec![],
texts: vec![]
}
}
/// Generate a vertex buffer from the font
/*
So... These fonts are going to have unequal amounts of vertices.
*/
pub fn get_vertex_buffer(&self) {
unimplemented!()
}
/// postpone this until caching
pub fn queue_text(&mut self,
x: f32, y: f32,
size: f32, color: [f32; 4],
@ -74,7 +91,7 @@ impl CanvasText {
command_buffer: AutoCommandBufferBuilder,
image_num: usize
) -> AutoCommandBufferBuilder {
//
// let screen_width = 0;
// let screen_height = 0;
//

@ -96,7 +96,7 @@ impl CompiledGraphicsPipeline for GenericShader {
third_constant: 0.0,
})
.depth_stencil(DepthStencil::default())
.depth_stencil_simple_depth()
// We have to indicate which subpass of which render pass this pipeline is going to be used
// in. The pipeline will only be usable from this particular subpass.

@ -1,6 +1,5 @@
use crate::canvas::shader::common::CompiledGraphicsPipeline;
pub mod canvas_shader;
pub mod common;
pub mod generic_shader;
pub mod text_shader;

@ -164,10 +164,6 @@ pub fn main() {
let mut canvas = CanvasFrame::new();
canvas.draw(&funky_sprite);
// canvas.draw(&sfml_sprite);
// canvas.draw(&compu_sprite1);
canvas.draw(&test_polygon);
{

@ -39,7 +39,7 @@ pub struct VkProcessor<'a> {
compute_state: CompuState,
capabilities: Capabilities,
canvas: CanvasState,
canvas_state: CanvasState,
}
@ -79,7 +79,7 @@ impl<'a> VkProcessor<'a> {
swapchain_recreate_needed: false,
compute_state: CompuState::new(),
capabilities: capabilities.clone(),
canvas: CanvasState::new(queue, device, physical, capabilities),
canvas_state: CanvasState::new(queue, device, physical, capabilities),
}
}
@ -142,11 +142,11 @@ impl<'a> VkProcessor<'a> {
/// A hardcoded list of textures which can be preloaded from this function
pub fn preload_textures(&mut self) {
self.canvas.load_texture(String::from("funky-bird.jpg"));
self.canvas.load_texture(String::from("button.png"));
self.canvas.load_texture(String::from("background.jpg"));
self.canvas.load_texture(String::from("test2.png"));
self.canvas.load_texture(String::from("sfml.png"));
self.canvas_state.load_texture(String::from("funky-bird.jpg"));
self.canvas_state.load_texture(String::from("button.png"));
self.canvas_state.load_texture(String::from("background.jpg"));
self.canvas_state.load_texture(String::from("test2.png"));
self.canvas_state.load_texture(String::from("sfml.png"));
}
/// A hardcoded list of kernels which can be preloaded from this function
@ -157,15 +157,15 @@ impl<'a> VkProcessor<'a> {
/// A hardcoded list of shaders which can be proloaded from this function
pub fn preload_shaders(&mut self) {
self.canvas.load_shader::<GenericShader>(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
self.canvas.load_shader::<GenericShader>(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
self.canvas.load_shader::<GenericShader>(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
self.canvas.load_shader::<TextShader>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<GenericShader>(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<GenericShader>(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<GenericShader>(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<TextShader>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
}
/// O(n) Lookup for the matching texture string
pub fn get_texture_handle(&self, texture_name: String) -> Option<Arc<CanvasTextureHandle>> {
self.canvas.get_texture_handle(texture_name)
self.canvas_state.get_texture_handle(texture_name)
}
/// O(n) Lookup for the matching kernel string
@ -175,7 +175,7 @@ impl<'a> VkProcessor<'a> {
/// O(n) Lookup for the matching shader string
pub fn get_shader_handle(&self, shader_name: String) -> Option<Arc<CompiledGraphicsPipelineHandle>> {
self.canvas.get_shader_handle(shader_name)
self.canvas_state.get_shader_handle(shader_name)
}
/// Create a new image which has the transfer usage
@ -184,7 +184,7 @@ impl<'a> VkProcessor<'a> {
usage.transfer_destination = true;
usage.storage = true;
self.canvas.create_image(dimensions, usage)
self.canvas_state.create_image(dimensions, usage)
}
/// Builds a compute buffer and returns it's handle
@ -215,14 +215,14 @@ impl<'a> VkProcessor<'a> {
let g = hprof::enter("Frame buffer, future, swapchain recreate");
let mut framebuffers =
self.canvas.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
self.canvas_state.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
// Whenever the window resizes we need to recreate everything dependent on the window size.
// In this example that includes the swapchain, the framebuffers and the dynamic state viewport.
if self.swapchain_recreate_needed {
self.recreate_swapchain(surface);
framebuffers =
self.canvas.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
self.canvas_state.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
self.swapchain_recreate_needed = false;
}
@ -247,7 +247,7 @@ impl<'a> VkProcessor<'a> {
let g = hprof::enter("Canvas creates GPU buffers");
// take the canvas frame and create the vertex buffers
// TODO: This performs gpu buffer creation. Shouldn't be in hotpath??
self.canvas.draw(canvas_frame);
self.canvas_state.draw(canvas_frame);
}
let mut command_buffer =
@ -255,13 +255,13 @@ impl<'a> VkProcessor<'a> {
let g = hprof::enter("Push compute commands to command buffer");
// Add the compute commands
let mut command_buffer = self.compute_state.compute_commands(compute_frame, command_buffer, &self.canvas);
let mut command_buffer = self.compute_state.compute_commands(compute_frame, command_buffer, &self.canvas_state);
drop(g);
let g = hprof::enter("Push draw commands to command buffer");
// Add the draw commands
let mut command_buffer = self.canvas.draw_commands(command_buffer, framebuffers, image_num);
let mut command_buffer = self.canvas_state.draw_commands(command_buffer, framebuffers, image_num);
// And build
let command_buffer = command_buffer.build().unwrap();

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