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@ -8,7 +8,7 @@ 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};
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use vulkano::swapchain::Capabilities;
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use vulkano::swapchain::Capabilities;
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use crate::vertex_2d::{ColoredVertex2D, Vertex2D};
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use crate::vertex_2d::Vertex2D;
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/// Typed wrapper for a u32 shader handle (index id)
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/// Typed wrapper for a u32 shader handle (index id)
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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@ -54,130 +54,9 @@ impl CanvasShader {
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self.graphics_pipeline.clone().unwrap()
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self.graphics_pipeline.clone().unwrap()
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}
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}
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/// Create a new `Colored` shader. Which just means that it uses ColoredVertex2D's
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/// Create a new shader.
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/// This will explode when the shader does not want to compile
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/// This will explode when the shader does not want to compile
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pub fn new_colored(filename: String,
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pub fn new(filename: String,
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capabilities: Capabilities,
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queue: Arc<Queue>,
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physical: PhysicalDevice,
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device: Arc<Device>,
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handle: Arc<CanvasShaderHandle>,
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,) -> CanvasShader {
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let format = capabilities.supported_formats[0].0;
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let filenames = CanvasShader::get_path(filename.clone());
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// TODO: better compile message, run til successful compile
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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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sr::parse(&shader)
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.expect("failed to parse");
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let fragment_shader_module: Arc<ShaderModule> = unsafe {
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let filenames1 = CanvasShader::get_path(filename.clone());
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let shader1 = sr::load(filenames1.0, filenames1.1)
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.expect("Shader didn't compile");
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vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &shader1.fragment.clone())
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}.unwrap();
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let vertex_shader_module: Arc<ShaderModule> = unsafe {
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let filenames1 = CanvasShader::get_path(filename.clone());
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let shader1 = sr::load(filenames1.0, filenames1.1)
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.expect("Shader didn't compile");
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vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &shader1.vertex.clone())
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}.unwrap();
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let filenames = CanvasShader::get_path(filename.clone());
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let frag_entry_point = unsafe {
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Some(fragment_shader_module.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
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vulkano_entry.frag_input,
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vulkano_entry.frag_output,
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vulkano_entry.frag_layout,
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GraphicsShaderType::Fragment))
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};
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let vertex_entry_point = unsafe {
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Some(vertex_shader_module.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
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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 render_pass = Arc::new(vulkano::single_pass_renderpass!(
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device.clone(),
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// Attachments are outgoing like f_color
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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: 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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//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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CanvasShader {
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graphics_pipeline: Some(Arc::new(GraphicsPipeline::start()
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.vertex_input_single_buffer::<ColoredVertex2D>()
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.vertex_shader(vertex_entry_point.clone().unwrap(), ShaderSpecializationConstants {
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first_constant: 0,
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second_constant: 0,
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third_constant: 0.0,
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})
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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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.fragment_shader(frag_entry_point.clone().unwrap(), ShaderSpecializationConstants {
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first_constant: 0,
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second_constant: 0,
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third_constant: 0.0,
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})
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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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.build(device.clone())
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.unwrap())),
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device: device,
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handle: handle.clone(),
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name: filename.clone(),
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}
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}
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/// Create a new `Textured` shader. Which just means that it uses plain Vertex2D's
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/// This will explode when the shader does not want to compile
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pub fn new_textured(filename: String,
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capabilities: Capabilities,
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capabilities: Capabilities,
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queue: Arc<Queue>,
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queue: Arc<Queue>,
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physical: PhysicalDevice,
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physical: PhysicalDevice,
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