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@ -1,17 +1,23 @@
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use vulkano::device::{Device, Queue};
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use vulkano::device::{Device, Queue};
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use vulkano::instance::{PhysicalDevice, QueueFamily};
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use vulkano::instance::{PhysicalDevice, QueueFamily, LayerProperties};
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use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use std::sync::Arc;
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use std::sync::Arc;
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use std::ffi::CStr;
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use std::ffi::CStr;
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use std::path::PathBuf;
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use std::path::PathBuf;
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use shade_runner as sr;
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use shade_runner as sr;
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use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
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use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry, GeometryShaderExecutionMode, GraphicsEntryPointAbstract, GraphicsEntryPoint, EmptyEntryPointDummy};
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use vulkano::swapchain::Capabilities;
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use vulkano::swapchain::Capabilities;
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use vulkano::pipeline::vertex::SingleBufferDefinition;
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use vulkano::pipeline::vertex::SingleBufferDefinition;
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use crate::util::vertex_3d::Vertex3D;
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use crate::util::vertex_3d::Vertex3D;
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use vulkano::pipeline::depth_stencil::{DepthStencil, Stencil, StencilOp, Compare, DepthBounds};
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use vulkano::pipeline::depth_stencil::{DepthStencil, Stencil, StencilOp, Compare, DepthBounds};
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use std::collections::HashSet;
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use std::collections::{HashSet, HashMap};
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use shade_runner::{Layout, Output, Input};
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use std::marker::PhantomData;
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use vulkano::pipeline::input_assembly::PrimitiveTopology;
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use vulkano::pipeline::blend::{Blend, AttachmentsBlend};
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use vulkano::pipeline::vertex::BufferlessDefinition;
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/// Inheriting this gives private functions to grab resources
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/// Inheriting this gives private functions to grab resources
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trait CompiledGraphicsPipelineResources {
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trait CompiledGraphicsPipelineResources {
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@ -42,9 +48,14 @@ trait CompiledGraphicsPipelineResources {
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shader_path.push(PathBuf::from(filename.clone() + ".geom"));
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shader_path.push(PathBuf::from(filename.clone() + ".geom"));
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paths.push((shader_type, shader_path));
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paths.push((shader_type, shader_path));
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}
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}
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ShaderType::TESSELLATION => {
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ShaderType::TESSELLATION_CONTROL => {
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let mut shader_path = shader_path.clone();
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".tess"));
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shader_path.push(PathBuf::from(filename.clone() + ".tesscont"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::TESSELLATION_EVALUATION => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".tesseval"));
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paths.push((shader_type, shader_path));
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paths.push((shader_type, shader_path));
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}
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}
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}
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}
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@ -65,7 +76,7 @@ pub trait CompiledGraphicsPipeline {
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fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle>;
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fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle>;
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fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send>;
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fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send>;
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fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>)
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fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>)
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-> Self where Self: Sized;
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-> Self where Self: Sized;
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}
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}
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/// Legacy ShaderType enum for single type shaders.
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/// Legacy ShaderType enum for single type shaders.
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@ -116,83 +127,135 @@ impl CompiledGraphicsPipeline for GenericShader {
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fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
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fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
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GenericShader::new(self.name,
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GenericShader::new(self.name,
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self.shader_types,
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self.device,
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self.device,
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self.handle,
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self.handle,
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render_pass.clone())
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render_pass.clone())
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}
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}
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}
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}
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impl GenericShader {
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/*
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/// This will explode when the shader does not want to compile
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Realistically, what should the API for this thing look like...
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pub fn new(filename: String,
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shader_types: HashSet<ShaderType>,
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device: Arc<Device>,
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handle: Arc<CompiledGraphicsPipelineHandle>,
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
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let filenames = GenericShader::get_paths(filename.clone(), shader_types.clone());
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It's going to just generate a pipeline. But that consists of loading and compiling various shaders,
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and generating a pipeline for those shaders and other customer behaviour.
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This best works I think if I allow users to
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A.) impl from a base trait which allows resource lookup
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B.) Generate 1 of each of the types of shaders
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C.) Modify specilization constants, whatever that might mean
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D.) impl from a base trait which defines it's interface
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// TODO: better compile message, run til successful compile
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*/
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impl GenericShader {
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pub fn ret(&self) -> Option<GraphicsEntryPoint<
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ShaderSpecializationConstants,
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Input,
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Output,
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Layout>> {
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for shader in filenames {
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let compiled_shader = sr::load_vertex("dfqwefqwef")
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match shader.0 {
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.expect("Shader didn't compile");
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ShaderType::VERTEX => {
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let shader = sr::load(filenames.0, filenames.1)
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.expect("Shader didn't compile");
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let vulkano_entry =
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let vulkano_entry =
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sr::parse(&shader)
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sr::parse(&compiled_shader)
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.expect("failed to parse");
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.expect("failed to parse");
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}
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ShaderType::FRAGMENT => {
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}
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let shader_module: Arc<ShaderModule> = unsafe {
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ShaderType::GEOMETRY => {
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ShaderModule::from_words(self.device.clone(), &compiled_shader.spriv.clone())
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}.unwrap();
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}
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let s = ShaderType::VERTEX;
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ShaderType::TESSELLATION => {
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}
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let shader_type = match s {
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}
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ShaderType::VERTEX => { GraphicsShaderType::Vertex }
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ShaderType::FRAGMENT => { GraphicsShaderType::Fragment }
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ShaderType::GEOMETRY => { GraphicsShaderType::Geometry(GeometryShaderExecutionMode::Triangles) }
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ShaderType::TESSELLATION_CONTROL => { GraphicsShaderType::TessellationControl }
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ShaderType::TESSELLATION_EVALUATION => { GraphicsShaderType::TessellationEvaluation }
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};
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unsafe {
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Some(GraphicsEntryPoint {
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module: &shader_module,
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name: &CStr::from_bytes_with_nul_unchecked(b"main\0"),
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input: vulkano_entry.input.unwrap(),
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layout: vulkano_entry.layout,
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output: vulkano_entry.output.unwrap(),
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ty: shader_type,
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marker: PhantomData::default(),
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})
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}
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}
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let fragment_shader_module: Arc<ShaderModule> = unsafe {
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}
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let filenames1 = GenericShader::get_path(filename.clone());
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/// This will explode when the shader does not want to compile
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let shader1 = sr::load(filenames1.0, filenames1.1)
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pub fn new(filename: String,
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.expect("Shader didn't compile");
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device: Arc<Device>,
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ShaderModule::from_words(device.clone(), &shader1.fragment.clone())
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handle: Arc<CompiledGraphicsPipelineHandle>,
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}.unwrap();
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
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let mut shader_types : HashSet<ShaderType> = vec![
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ShaderType::VERTEX,
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ShaderType::FRAGMENT,
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].iter().cloned().collect();
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let filenames = GenericShader::get_paths(filename.clone(), shader_types.clone());
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// let mut c = Vec::new();
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let vertex_shader_module: Arc<ShaderModule> = unsafe {
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let mut vertex_entry_point : Option<GraphicsEntryPoint<ShaderSpecializationConstants,Input,Output,Layout>>
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= None;
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let mut fragment_entry_point : Option<GraphicsEntryPoint<ShaderSpecializationConstants,Input,Output,Layout>>
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= None;
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let filenames1 = GenericShader::get_path(filename.clone());
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for shader in filenames {
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let shader1 = sr::load(filenames1.0, filenames1.1)
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let compiled_shader = sr::load_vertex(shader.1)
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.expect("Shader didn't compile");
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.expect("Shader didn't compile");
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ShaderModule::from_words(device.clone(), &shader1.vertex.clone())
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}.unwrap();
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let vulkano_entry =
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sr::parse(&compiled_shader)
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.expect("failed to parse");
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let shader_module: Arc<ShaderModule> = unsafe {
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ShaderModule::from_words(device.clone(), &compiled_shader.spriv.clone())
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}.unwrap();
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let shader_type = match shader.0 {
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ShaderType::VERTEX => { GraphicsShaderType::Vertex }
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ShaderType::FRAGMENT => { GraphicsShaderType::Fragment }
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ShaderType::GEOMETRY => { GraphicsShaderType::Geometry(GeometryShaderExecutionMode::Triangles) }
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ShaderType::TESSELLATION_CONTROL => { GraphicsShaderType::TessellationControl }
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ShaderType::TESSELLATION_EVALUATION => { GraphicsShaderType::TessellationEvaluation }
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};
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let entry_point: Option<GraphicsEntryPoint<
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ShaderSpecializationConstants,
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Input,
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Output,
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Layout>> = unsafe {
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Some(GraphicsEntryPoint {
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module: &shader_module,
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name: &CStr::from_bytes_with_nul_unchecked(b"main\0"),
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input: vulkano_entry.input.unwrap(),
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layout: vulkano_entry.layout,
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output: vulkano_entry.output.unwrap(),
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ty: shader_type,
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marker: PhantomData::default(),
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})
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};
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let frag_entry_point = unsafe {
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let shader_type = match shader.0 {
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Some(fragment_shader_module.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
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ShaderType::VERTEX => { vertex_entry_point = Some(entry_point.clone().unwrap()) }
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vulkano_entry.frag_input,
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ShaderType::FRAGMENT => { fragment_entry_point = Some(entry_point.clone().unwrap()) }
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vulkano_entry.frag_output,
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_ => {}
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vulkano_entry.frag_layout,
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};
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GraphicsShaderType::Fragment))
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};
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let vertex_entry_point = unsafe {
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// c.push((entry_point.unwrap().clone(), shader_module.clone()));
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Some(vertex_shader_module.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
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}
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vulkano_entry.vert_input,
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vulkano_entry.vert_output,
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vulkano_entry.vert_layout,
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GraphicsShaderType::Vertex))
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};
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let stencil = DepthStencil {
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let stencil = DepthStencil {
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depth_compare: Compare::Less,
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depth_compare: Compare::Less,
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@ -218,13 +281,13 @@ impl GenericShader {
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},
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},
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};
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};
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GenericShader {
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GenericShader {
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graphics_pipeline: Some(Arc::new(GraphicsPipeline::start()
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graphics_pipeline:
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Some(Arc::new(GraphicsPipeline::start()
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.vertex_input(SingleBufferDefinition::<Vertex3D>::new())
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.vertex_input(SingleBufferDefinition::<Vertex3D>::new())
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.vertex_shader(vertex_entry_point.clone().unwrap(), ShaderSpecializationConstants {
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.vertex_shader(vertex_entry_point.unwrap(), ShaderSpecializationConstants {
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first_constant: 0,
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first_constant: 0,
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second_constant: 0,
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second_constant: 0,
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third_constant: 0.0,
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third_constant: 0.0,
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@ -234,7 +297,7 @@ impl GenericShader {
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// Use a resizable viewport set to draw over the entire window
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// Use a resizable viewport set to draw over the entire window
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.viewports_dynamic_scissors_irrelevant(1)
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.viewports_dynamic_scissors_irrelevant(1)
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.fragment_shader(frag_entry_point.clone().unwrap(), ShaderSpecializationConstants {
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.fragment_shader(fragment_entry_point.unwrap(), ShaderSpecializationConstants {
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first_constant: 0,
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first_constant: 0,
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second_constant: 0,
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second_constant: 0,
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third_constant: 0.0,
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third_constant: 0.0,
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@ -242,6 +305,7 @@ impl GenericShader {
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.depth_stencil(stencil)
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.depth_stencil(stencil)
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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// in. The pipeline will only be usable from this particular subpass.
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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