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@ -1,3 +1,5 @@
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/*
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#![allow(dead_code)]
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#![allow(unused_variables)]
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#![allow(unused_mut)]
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@ -77,33 +79,12 @@ So I'm kinda coming to the conclusion here that rust SFML is not made for
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frequent updates to the screen...
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Let's take a look at how easy it would be to replace SFML...
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e.g
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*/
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/// ```
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/// struct Thing<'a> {
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/// field1: Option<&'a mut Thing<'a>>
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/// }
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///
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/// fn main() {
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/// let mut thing1 = Thing { field1: None };
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/// let mut thing2 = Thing { field1: None };
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///
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/// thing1.field1 = Some(&mut thing2);
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/// thing1.field1 = Some(&mut thing2); <-- Second mutable borrow error
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/// }
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/// ```
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fn main() {
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let font = Font::from_file("resources/fonts/sansation.ttf").unwrap();
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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@ -129,15 +110,14 @@ fn main() {
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let mut workpieceloader = WorkpieceLoader::new(String::from("resources/images/funky-bird.jpg"));
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workpieceloader.load_first_stage(processor.read_image());
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let mut workpiece = Workpiece::new();
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workpiece.render_sprite.set_texture(&mut workpieceloader.first_stage_texture, false);
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// workpiece.render_sprite.set_texture(&mut workpieceloader.swatch_texture, false);
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// workpiece.render_sprite.set_texture(&mut workpieceloader.vec.get(0).unwrap(), false);
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workpiece.render_sprite.set_texture(&mut workpieceloader.vec.get(0).unwrap(), false);
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let mut texture = Texture::from_file("resources/images/funky-bird.jpg").expect("Couldn't load image");
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workpiece.render_sprite = Sprite::new();
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let mut workpiece = Workpiece::new();
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workpiece.render_sprite.set_texture(&mut texture, false);
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workpiece.render_sprite.texture().unwrap().update_from_pixesl();
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texture.set_smooth(false);
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workpieceloader.first_stage_texture.set_smooth(false);
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workpieceloader.first_stage_texture.set_smooth(true);
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let mut slider = Slider::new(Vector2f::new(40.0, 40.0), None, &font);
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@ -230,3 +210,454 @@ fn main() {
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window.display();
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}
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}
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*/
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, DeviceLocalBuffer, ImmutableBuffer, BufferAccess};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc};
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use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
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use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice, QueueFamily};
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use vulkano::pipeline::ComputePipeline;
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use vulkano::sync::{GpuFuture, FlushError};
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use vulkano::sync;
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use std::time::SystemTime;
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use std::sync::Arc;
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use std::ffi::CStr;
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use std::path::PathBuf;
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use shade_runner as sr;
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use image::{DynamicImage, ImageBuffer};
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use image::GenericImageView;
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use image::GenericImage;
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use shade_runner::{ComputeLayout, CompileError};
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSetBuf;
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use shaderc::CompileOptions;
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use vulkano::swapchain::{AcquireError, PresentMode, SurfaceTransform, Swapchain, SwapchainCreationError};
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use vulkano::swapchain;
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use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, Subpass, RenderPassAbstract};
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use vulkano::image::SwapchainImage;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano_win::VkSurfaceBuild;
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use winit::{EventsLoop, Window, WindowBuilder, Event, WindowEvent};
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use vulkano::command_buffer::synced::SyncCommandBufferBuilder;
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fn main() {
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let instance = {
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let extensions = vulkano_win::required_extensions();
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Instance::new(None, &extensions, None).unwrap()
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};
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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// The objective of this example is to draw a triangle on a window. To do so, we first need to
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// create the window.
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//
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// This is done by creating a `WindowBuilder` from the `winit` crate, then calling the
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// `build_vk_surface` method provided by the `VkSurfaceBuild` trait from `vulkano_win`. If you
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// ever get an error about `build_vk_surface` being undefined in one of your projects, this
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// probably means that you forgot to import this trait.
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//
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// This returns a `vulkano::swapchain::Surface` object that contains both a cross-platform winit
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// window and a cross-platform Vulkan surface that represents the surface of the window.
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let mut events_loop = EventsLoop::new();
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let surface = WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap();
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let window = surface.window();
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let queue_family = physical.queue_families().find(|&q| {
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// We take the first queue that supports drawing to our window.
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q.supports_graphics() &&
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surface.is_supported(q).unwrap_or(false) &&
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q.supports_compute()
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}).unwrap();
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let device_ext = DeviceExtensions { khr_swapchain: true, .. DeviceExtensions::none() };
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let (device, mut queues) = Device::new(physical, physical.supported_features(), &device_ext,
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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// Before we can draw on the surface, we have to create what is called a swapchain. Creating
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// a swapchain allocates the color buffers that will contain the image that will ultimately
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// be visible on the screen. These images are returned alongside with the swapchain.
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let (mut swapchain, images) = {
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// Querying the capabilities of the surface. When we create the swapchain we can only
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// pass values that are allowed by the capabilities.
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let capabilities = surface.capabilities(physical).unwrap();
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let usage = capabilities.supported_usage_flags;
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// The alpha mode indicates how the alpha value of the final image will behave. For example
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// you can choose whether the window will be opaque or transparent.
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let alpha = capabilities.supported_composite_alpha.iter().next().unwrap();
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// Choosing the internal format that the images will have.
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let format = capabilities.supported_formats[0].0;
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// The dimensions of the window, only used to initially setup the swapchain.
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// NOTE:
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// On some drivers the swapchain dimensions are specified by `caps.current_extent` and the
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// swapchain size must use these dimensions.
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// These dimensions are always the same as the window dimensions
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//
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// However other drivers dont specify a value i.e. `caps.current_extent` is `None`
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// These drivers will allow anything but the only sensible value is the window dimensions.
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//
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// Because for both of these cases, the swapchain needs to be the window dimensions, we just use that.
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let initial_dimensions = if let Some(dimensions) = window.get_inner_size() {
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// convert to physical pixels
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let dimensions: (u32, u32) = dimensions.to_physical(window.get_hidpi_factor()).into();
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[dimensions.0, dimensions.1]
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} else {
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// The window no longer exists so exit the application.
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return;
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};
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// Please take a look at the docs for the meaning of the parameters we didn't mention.
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Swapchain::new(device.clone(), surface.clone(), capabilities.min_image_count, format,
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initial_dimensions, 1, usage, &queue, SurfaceTransform::Identity, alpha,
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PresentMode::Fifo, true, None).unwrap()
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};
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// We now create a buffer that will store the shape of our triangle.
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let vertex_buffer = {
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#[derive(Default, Debug, Clone)]
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struct Vertex { position: [f32; 2] }
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vulkano::impl_vertex!(Vertex, position);
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), [
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Vertex { position: [-0.5, -0.25] },
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Vertex { position: [0.0, 0.5] },
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Vertex { position: [0.25, -0.1] }
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].iter().cloned()).unwrap()
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};
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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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 vs = vs::Shader::load(device.clone()).unwrap();
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let fs = fs::Shader::load(device.clone()).unwrap();
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// The next step is to create a *render pass*, which is an object that describes where the
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// output of the graphics pipeline will go. It describes the layout of the images
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// where the colors, depth and/or stencil information will be written.
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let render_pass = Arc::new(vulkano::single_pass_renderpass!(
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device.clone(),
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attachments: {
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// `color` is a custom name we give to the first and only attachment.
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color: {
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// `load: Clear` means that we ask the GPU to clear the content of this
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// attachment at the start of the drawing.
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load: Clear,
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// `store: Store` means that we ask the GPU to store the output of the draw
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// in the actual image. We could also ask it to discard the result.
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store: Store,
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// `format: <ty>` indicates the type of the format of the image. This has to
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// be one of the types of the `vulkano::format` module (or alternatively one
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// of your structs that implements the `FormatDesc` trait). Here we use the
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// same format as the swapchain.
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format: swapchain.format(),
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// TODO:
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samples: 1,
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}
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},
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pass: {
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// We use the attachment named `color` as the one and only color attachment.
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color: [color],
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// No depth-stencil attachment is indicated with empty brackets.
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depth_stencil: {}
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}
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).unwrap());
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// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
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// program, but much more specific.
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let pipeline = Arc::new(GraphicsPipeline::start()
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// We need to indicate the layout of the vertices.
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// The type `SingleBufferDefinition` actually contains a template parameter corresponding
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// to the type of each vertex. But in this code it is automatically inferred.
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.vertex_input_single_buffer()
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// A Vulkan shader can in theory contain multiple entry points, so we have to specify
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// which one. The `main` word of `main_entry_point` actually corresponds to the name of
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// the entry point.
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.vertex_shader(vs.main_entry_point(), ())
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// The content of the vertex buffer describes a list of triangles.
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.triangle_list()
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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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// See `vertex_shader`.
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.fragment_shader(fs.main_entry_point(), ())
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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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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
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.build(device.clone())
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.unwrap());
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// Dynamic viewports allow us to recreate just the viewport when the window is resized
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// Otherwise we would have to recreate the whole pipeline.
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let mut dynamic_state = DynamicState { line_width: None, viewports: None, scissors: None };
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// The render pass we created above only describes the layout of our framebuffers. Before we
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// can draw we also need to create the actual framebuffers.
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//
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// Since we need to draw to multiple images, we are going to create a different framebuffer for
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// each image.
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let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
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// Initialization is finally finished!
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// In some situations, the swapchain will become invalid by itself. This includes for example
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// when the window is resized (as the images of the swapchain will no longer match the
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// window's) or, on Android, when the application went to the background and goes back to the
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// foreground.
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//
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// In this situation, acquiring a swapchain image or presenting it will return an error.
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// Rendering to an image of that swapchain will not produce any error, but may or may not work.
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// To continue rendering, we need to recreate the swapchain by creating a new swapchain.
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// Here, we remember that we need to do this for the next loop iteration.
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let mut recreate_swapchain = false;
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// In the loop below we are going to submit commands to the GPU. Submitting a command produces
|
|
|
|
|
// an object that implements the `GpuFuture` trait, which holds the resources for as long as
|
|
|
|
|
// they are in use by the GPU.
|
|
|
|
|
//
|
|
|
|
|
// Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to avoid
|
|
|
|
|
// that, we store the submission of the previous frame here.
|
|
|
|
|
let mut previous_frame_end = Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>;
|
|
|
|
|
|
|
|
|
|
loop {
|
|
|
|
|
// It is important to call this function from time to time, otherwise resources will keep
|
|
|
|
|
// accumulating and you will eventually reach an out of memory error.
|
|
|
|
|
// Calling this function polls various fences in order to determine what the GPU has
|
|
|
|
|
// already processed, and frees the resources that are no longer needed.
|
|
|
|
|
previous_frame_end.cleanup_finished();
|
|
|
|
|
|
|
|
|
|
// 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 recreate_swapchain {
|
|
|
|
|
// Get the new dimensions of the window.
|
|
|
|
|
let dimensions = if let Some(dimensions) = window.get_inner_size() {
|
|
|
|
|
let dimensions: (u32, u32) = dimensions.to_physical(window.get_hidpi_factor()).into();
|
|
|
|
|
[dimensions.0, dimensions.1]
|
|
|
|
|
} else {
|
|
|
|
|
return;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
let (new_swapchain, new_images) = match swapchain.recreate_with_dimension(dimensions) {
|
|
|
|
|
Ok(r) => r,
|
|
|
|
|
// This error tends to happen when the user is manually resizing the window.
|
|
|
|
|
// Simply restarting the loop is the easiest way to fix this issue.
|
|
|
|
|
Err(SwapchainCreationError::UnsupportedDimensions) => continue,
|
|
|
|
|
Err(err) => panic!("{:?}", err)
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
swapchain = new_swapchain;
|
|
|
|
|
// Because framebuffers contains an Arc on the old swapchain, we need to
|
|
|
|
|
// recreate framebuffers as well.
|
|
|
|
|
framebuffers = window_size_dependent_setup(&new_images, render_pass.clone(), &mut dynamic_state);
|
|
|
|
|
|
|
|
|
|
recreate_swapchain = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Before we can draw on the output, we have to *acquire* an image from the swapchain. If
|
|
|
|
|
// no image is available (which happens if you submit draw commands too quickly), then the
|
|
|
|
|
// function will block.
|
|
|
|
|
// This operation returns the index of the image that we are allowed to draw upon.
|
|
|
|
|
//
|
|
|
|
|
// This function can block if no image is available. The parameter is an optional timeout
|
|
|
|
|
// after which the function call will return an error.
|
|
|
|
|
let (image_num, acquire_future) = match swapchain::acquire_next_image(swapchain.clone(), None) {
|
|
|
|
|
Ok(r) => r,
|
|
|
|
|
Err(AcquireError::OutOfDate) => {
|
|
|
|
|
recreate_swapchain = true;
|
|
|
|
|
continue;
|
|
|
|
|
},
|
|
|
|
|
Err(err) => panic!("{:?}", err)
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Specify the color to clear the framebuffer with i.e. blue
|
|
|
|
|
let clear_values = vec!([0.0, 0.0, 1.0, 1.0].into());
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
let project_root =
|
|
|
|
|
std::env::current_dir()
|
|
|
|
|
.expect("failed to get root directory");
|
|
|
|
|
|
|
|
|
|
let mut compute_path = project_root.clone();
|
|
|
|
|
compute_path.push(PathBuf::from("resources/shaders/"));
|
|
|
|
|
compute_path.push(PathBuf::from("simple-edge.compute"));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let mut options = CompileOptions::new().ok_or(CompileError::CreateCompiler).unwrap();
|
|
|
|
|
options.add_macro_definition("SETTING_POS_X", Some("0"));
|
|
|
|
|
options.add_macro_definition("SETTING_POS_Y", Some("1"));
|
|
|
|
|
options.add_macro_definition("SETTING_BUCKETS_START", Some("2"));
|
|
|
|
|
options.add_macro_definition("SETTING_BUCKETS_LEN", Some("2"));
|
|
|
|
|
|
|
|
|
|
let shader =
|
|
|
|
|
sr::load_compute_with_options(compute_path, options)
|
|
|
|
|
.expect("Failed to compile");
|
|
|
|
|
|
|
|
|
|
let vulkano_entry =
|
|
|
|
|
sr::parse_compute(&shader)
|
|
|
|
|
.expect("failed to parse");
|
|
|
|
|
|
|
|
|
|
let x = unsafe {
|
|
|
|
|
vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &shader.compute)
|
|
|
|
|
}.unwrap();
|
|
|
|
|
|
|
|
|
|
let pipeline = Arc::new({
|
|
|
|
|
unsafe {
|
|
|
|
|
ComputePipeline::new(device.clone(), &x.compute_entry_point(
|
|
|
|
|
CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
|
|
|
|
vulkano_entry.compute_layout), &(),
|
|
|
|
|
).unwrap()
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// In order to draw, we have to build a *command buffer*. The command buffer object holds
|
|
|
|
|
// the list of commands that are going to be executed.
|
|
|
|
|
//
|
|
|
|
|
// Building a command buffer is an expensive operation (usually a few hundred
|
|
|
|
|
// microseconds), but it is known to be a hot path in the driver and is expected to be
|
|
|
|
|
// optimized.
|
|
|
|
|
//
|
|
|
|
|
// Note that we have to pass a queue family when we create the command buffer. The command
|
|
|
|
|
// buffer will only be executable on that given queue family.
|
|
|
|
|
let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
|
|
|
|
|
// Before we can draw, we have to *enter a render pass*. There are two methods to do
|
|
|
|
|
// this: `draw_inline` and `draw_secondary`. The latter is a bit more advanced and is
|
|
|
|
|
// not covered here.
|
|
|
|
|
//
|
|
|
|
|
// The third parameter builds the list of values to clear the attachments with. The API
|
|
|
|
|
// is similar to the list of attachments when building the framebuffers, except that
|
|
|
|
|
// only the attachments that use `load: Clear` appear in the list.
|
|
|
|
|
.begin_render_pass(framebuffers[image_num].clone(), false, clear_values)
|
|
|
|
|
.unwrap()
|
|
|
|
|
|
|
|
|
|
// We are now inside the first subpass of the render pass. We add a draw command.
|
|
|
|
|
//
|
|
|
|
|
// The last two parameters contain the list of resources to pass to the shaders.
|
|
|
|
|
// Since we used an `EmptyPipeline` object, the objects have to be `()`.
|
|
|
|
|
.draw(pipeline.clone(), &dynamic_state, vertex_buffer.clone(), (), ())
|
|
|
|
|
.unwrap()
|
|
|
|
|
|
|
|
|
|
// We leave the render pass by calling `draw_end`. Note that if we had multiple
|
|
|
|
|
// subpasses we could have called `next_inline` (or `next_secondary`) to jump to the
|
|
|
|
|
// next subpass.
|
|
|
|
|
.end_render_pass()
|
|
|
|
|
.unwrap()
|
|
|
|
|
|
|
|
|
|
// Finish building the command buffer by calling `build`.
|
|
|
|
|
.build().unwrap();
|
|
|
|
|
|
|
|
|
|
let future = previous_frame_end.join(acquire_future)
|
|
|
|
|
.then_execute(queue.clone(), command_buffer).unwrap()
|
|
|
|
|
|
|
|
|
|
// The color output is now expected to contain our triangle. But in order to show it on
|
|
|
|
|
// the screen, we have to *present* the image by calling `present`.
|
|
|
|
|
//
|
|
|
|
|
// This function does not actually present the image immediately. Instead it submits a
|
|
|
|
|
// present command at the end of the queue. This means that it will only be presented once
|
|
|
|
|
// the GPU has finished executing the command buffer that draws the triangle.
|
|
|
|
|
.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
|
|
|
|
|
.then_signal_fence_and_flush();
|
|
|
|
|
|
|
|
|
|
match future {
|
|
|
|
|
Ok(future) => {
|
|
|
|
|
previous_frame_end = Box::new(future) as Box<_>;
|
|
|
|
|
}
|
|
|
|
|
Err(FlushError::OutOfDate) => {
|
|
|
|
|
recreate_swapchain = true;
|
|
|
|
|
previous_frame_end = Box::new(sync::now(device.clone())) as Box<_>;
|
|
|
|
|
}
|
|
|
|
|
Err(e) => {
|
|
|
|
|
println!("{:?}", e);
|
|
|
|
|
previous_frame_end = Box::new(sync::now(device.clone())) as Box<_>;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Note that in more complex programs it is likely that one of `acquire_next_image`,
|
|
|
|
|
// `command_buffer::submit`, or `present` will block for some time. This happens when the
|
|
|
|
|
// GPU's queue is full and the driver has to wait until the GPU finished some work.
|
|
|
|
|
//
|
|
|
|
|
// Unfortunately the Vulkan API doesn't provide any way to not wait or to detect when a
|
|
|
|
|
// wait would happen. Blocking may be the desired behavior, but if you don't want to
|
|
|
|
|
// block you should spawn a separate thread dedicated to submissions.
|
|
|
|
|
|
|
|
|
|
// Handling the window events in order to close the program when the user wants to close
|
|
|
|
|
// it.
|
|
|
|
|
let mut done = false;
|
|
|
|
|
events_loop.poll_events(|ev| {
|
|
|
|
|
match ev {
|
|
|
|
|
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => done = true,
|
|
|
|
|
Event::WindowEvent { event: WindowEvent::Resized(_), .. } => recreate_swapchain = true,
|
|
|
|
|
_ => ()
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
if done { return; }
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// This method is called once during initialization, then again whenever the window is resized
|
|
|
|
|
fn window_size_dependent_setup(
|
|
|
|
|
images: &[Arc<SwapchainImage<Window>>],
|
|
|
|
|
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
|
|
|
|
|
dynamic_state: &mut DynamicState
|
|
|
|
|
) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
|
|
|
|
|
let dimensions = images[0].dimensions();
|
|
|
|
|
|
|
|
|
|
let viewport = Viewport {
|
|
|
|
|
origin: [0.0, 0.0],
|
|
|
|
|
dimensions: [dimensions[0] as f32, dimensions[1] as f32],
|
|
|
|
|
depth_range: 0.0 .. 1.0,
|
|
|
|
|
};
|
|
|
|
|
dynamic_state.viewports = Some(vec!(viewport));
|
|
|
|
|
|
|
|
|
|
images.iter().map(|image| {
|
|
|
|
|
Arc::new(
|
|
|
|
|
Framebuffer::start(render_pass.clone())
|
|
|
|
|
.add(image.clone()).unwrap()
|
|
|
|
|
.build().unwrap()
|
|
|
|
|
) as Arc<dyn FramebufferAbstract + Send + Sync>
|
|
|
|
|
}).collect::<Vec<_>>()
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|