have the api of the compu somewhat figured out. Need to weigh my options on texture, buffer, and image handles and how I'm going to get them from the vkprocessor

master
mitchellhansen 5 years ago
parent e0e9218d6e
commit 9b8d5cd828

@ -0,0 +1,184 @@
use vulkano::buffer::{CpuAccessibleBuffer, BufferUsage};
use std::sync::Arc;
use crate::canvas::Drawable;
use vulkano::framebuffer::RenderPassAbstract;
use vulkano::pipeline::{GraphicsPipelineAbstract, ComputePipeline};
use vulkano::device::Device;
use crate::util::compute_kernel::ComputeKernel;
use image::{ImageBuffer};
use image::GenericImageView;
use crate::util::compute_image::ComputeImage;
use vulkano::image::{ImageUsage, AttachmentImage};
use vulkano::descriptor::descriptor_set::{PersistentDescriptorSetBuf, PersistentDescriptorSet};
use vulkano::format::Format;
use vulkano::descriptor::pipeline_layout::PipelineLayout;
pub struct CompuSprite {
vertices: [(f32, f32); 6],
position: (f32, f32),
size: (f32, f32),
color: (f32, f32, f32, f32),
image_handle: Arc<u32>,
}
impl CompuSprite {
pub fn new(position: (f32, f32),
size: (f32, f32),
image_handle: Arc<u32>) -> CompuSprite {
let fsize = (size.0 as f32, size.1 as f32);
CompuSprite {
vertices: [
(position.0, position.1 ), // top left
(position.0, position.1 + fsize.1), // bottom left
(position.0 + fsize.0, position.1 + fsize.1 ), // bottom right
(position.0, position.1 ), // top left
(position.0 + fsize.0, position.1 + fsize.1 ), // bottom right
(position.0 + fsize.0, position.1 ), // top right
],
position: position,
size: size,
color: (0.0,0.0,0.0,0.0),
image_handle: image_handle.clone()
}
}
fn get_vertices(&self) -> Vec<(f32, f32)> {
self.vertices.to_vec()
}
fn get_color(&self) -> (f32, f32, f32, f32) {
self.color.clone()
}
fn get_image_handle(&self) -> Arc<u32> {
self.image_handle.clone()
}
}
pub struct CompuBuffers {
dimensions: (u32, u32),
device: Arc<Device>,
io_buffers: Vec<Arc<CpuAccessibleBuffer<[u8]>>>,
settings_buffer: Arc<CpuAccessibleBuffer<[u32]>>,
}
impl CompuBuffers {
pub fn new(device: Arc<Device>, data: Vec<u8>, dimensions: (u32, u32), stride: u32) -> CompuBuffers {
let data_length = dimensions.0 * dimensions.1 * stride;
let input_buffer = {
let mut buff = data.iter();
let data_iter = (0..data_length).map(|n| *(buff.next().unwrap()));
CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
};
let output_buffer = {
let mut buff = data.iter();
let data_iter = (0..data_length).map(|n| *(buff.next().unwrap()));
CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
};
// Settings buffer which holds i32's
// Compile macros into the kernel eventually to index them
let settings_buffer = {
let vec = vec![dimensions.0, dimensions.1];
let mut buff = vec.iter();
let data_iter =
(0..2).map(|n| *(buff.next().unwrap()));
CpuAccessibleBuffer::from_iter(device.clone(),
BufferUsage::all(),
data_iter).unwrap()
};
CompuBuffers{
dimensions: dimensions,
device: device.clone(),
io_buffers: vec![input_buffer, output_buffer],
settings_buffer: settings_buffer
}
}
pub fn get_size(&self) -> (u32, u32) {
self.dimensions
}
pub fn get_descriptor_set(&self, compute_pipeline: std::sync::Arc<ComputePipeline<PipelineLayout<shade_runner::layouts::ComputeLayout>>>)
-> Arc<PersistentDescriptorSet<std::sync::Arc<ComputePipeline<PipelineLayout<shade_runner::layouts::ComputeLayout>>>, ((((),
PersistentDescriptorSetBuf<std::sync::Arc<vulkano::buffer::cpu_access::CpuAccessibleBuffer<[u8]>>>),
PersistentDescriptorSetBuf<std::sync::Arc<vulkano::buffer::cpu_access::CpuAccessibleBuffer<[u8]>>>),
PersistentDescriptorSetBuf<std::sync::Arc<vulkano::buffer::cpu_access::CpuAccessibleBuffer<[u32]>>>)>> {
Arc::new(PersistentDescriptorSet::start(compute_pipeline.clone(), 0)
.add_buffer(self.io_buffers.get(0).unwrap().clone()).unwrap()
.add_buffer(self.io_buffers.get(1).unwrap().clone()).unwrap()
.add_buffer(self.settings_buffer.clone()).unwrap()
.build().unwrap())
}
}
// Canvas analog
pub struct CompuState {
compute_buffers: Vec<CompuBuffers>,
compute_buffer_handles: Vec<Arc<u32>>,
kernels: Vec<ComputeKernel>,
kernel_handles: Vec<Arc<u32>>,
}
impl CompuState {
fn new_compute_buffer() -> Arc<u32> {
}
fn new_kernel(&mut self,
filename: String,
device: &Arc<Device>) -> Arc<u32> {
let kernel = ComputeKernel::new(filename, device.clone());
self.kernels.push(kernel);
let id = Arc::new(self.kernels.len() as u32);
self.kernel_handles.push(id.clone());
id
}
}
/*
ComputeFrame accumulates combos of :
Buffers and Kernels
Buffers, Images and Kernels
Buffers, Buffers and Kernels
It will need to convert these into a logical list of command_buffer commands
*/
pub struct ComputeFrame {
}
impl ComputeFrame {
fn add() {
}
fn add_chained(output_buffer_id: Arc<u32>, input_buffer_id: Arc<u32>, kernel_id: Arc<u32> ) {
}
fn add_with_image_swap(buffer_id: Arc<u32>, sprite: CompuSprite, ) {
}
}

@ -20,7 +20,7 @@ use winit::dpi::LogicalSize;
use vulkano_win::VkSurfaceBuild; use vulkano_win::VkSurfaceBuild;
use sprite::Sprite; use sprite::Sprite;
use crate::canvas::CanvasFrame; use crate::canvas::CanvasFrame;
use crate::compu_wip::{CompuSprite, ComputeFrame, CompuBuffers, CompuState};
mod util; mod util;
mod slider; mod slider;
@ -32,7 +32,7 @@ mod vertex_2d;
mod vertex_3d; mod vertex_3d;
mod sprite; mod sprite;
mod canvas; mod canvas;
mod compu_wip;
/* /*
@ -123,77 +123,54 @@ So to start with we need to know the compute data which we want to run and the k
the descriptor set. We also need the XY for the compute run the descriptor set. We also need the XY for the compute run
I think I need to keep these kernels in their own Canvas type of structure CompuSprite
I want to modify their constants and recompile holds the image handle
impl's drawable
CompuBuffers
let comp = Computable::new(device, data, kernel_id) holds the buffer handles
creates the descriptor set?
I have canvas frame. Perhaps I should do something similar for compute CompuState
holds the compute buffers
ComputeFrame.add(device, data, kernel_id) holds the compute kernels
ComputeFrame
preserves order of entered elements
holds compute buffer ids and their tied kernel ids
holds compute buffer ids, their swap image ids and their kernel ids
Not sure if I can do this... but inside it could be like holds compute buffer ids, their swap buffer ids, and their kernel ids
CompuSprite::new(&mut canvas, kernel);
new(&mut canvas) -> CompuSprite {
let img_id = canvas.new_image();
Canvas {
img_id.clone()
}
}
I want to be able to chain computes using the same data
So that would be a different pipeline using the same or similar descriptor set
sprite = Sprite::with_texture(Canvas.get_texture_from_file())
(compute, sprite2) = Compute::with_swap_image(Canvas.get_new_image())
compute load shader -> shader object
compute load buffers -> buffer object
shader object + buffer object + maybe the swap buffer
-> command queue
let mut canvas = CanvasFrame::new();
canvas.draw(&sprite);
canvas.draw(&sprite2);
// Creates the compu sprite with an associated image stored in canvas
let compu_sprite = CompuSprite::new(&mut canvas)
(frame_future) = processor.run(&surface, frame_future, canvas); // Compiles and stores the kernel in CompuState
// Returns the handle to the stored kernel (immutable at this state probably)
let KernelID = ComputeState.new_kernel(kernel_path)
// Pushes the data to the GPU and returns a handle
let ComputeBuffer_1 = ComputeState.new_compute_buffer(input_data, input_settings)
// One by one, assign the buffers to their kernels for run
ComputeFrame.add(ComputeBuffer_1, KernelID)
// If the buffer needs to be swapped in first
ComputeFrame.add_with_buffer_swap(ComputeBuffer_1, ComputeBuffer_2, KernelID)
// If the buffer should be swappd out to an image after it computes
ComputeFrame.add_with_image_swap(ComputeBuffer_1, compu_sprite, KernelID)
CompuState.compute()
// Full example if API:
CompuFrame.add(ComputeBuffer1ID, Kernel1ID)
CompuFrame.add(ComputeBuffer2ID, Kernel2ID)
CompuFrame.add_with_image_swap(ComputeBuffer1ID, CompuSprite, KernelID)
CanvasFrame.draw(Sprite1)
CanvasFrame.draw(Sprite2)
CanvasFrame.draw(CompuSprite)
vkprocessor.run(CanvasFrame, CompuFrame)
@ -201,7 +178,6 @@ canvas.draw(&sprite2);
*/ */
fn main() { fn main() {
let instance = { let instance = {
@ -232,9 +208,23 @@ fn main() {
let mut mouse_xy = Vector2i::new(0,0); let mut mouse_xy = Vector2i::new(0,0);
let sprite = Sprite::new_with_color((0.,0.), (0.1,0.1), (1.,0.,0.,1.)); let sprite = Sprite::new_with_color((0.,0.), (0.1,0.1), (1.,0.,0.,1.));
let sprite2 = Sprite::new_with_color((-1.,-0.5), (0.1,0.1), (0.,1.,0.,1.)); let sprite2 = Sprite::new_with_color((-1.,-0.5), (0.1,0.1), (0.,1.,0.,1.));
/*
I need to get the image id from the CompuState
But the CompuState is owned by the vkprocessor I think...
I will also need to get the texture id
*/
let compu_sprite1 = CompuSprite::new((-1.,-0.5), (0.1,0.1));
while let Some(p) = window.get_position() { while let Some(p) = window.get_position() {
elapsed_time = timer.elap_time(); elapsed_time = timer.elap_time();
@ -283,12 +273,6 @@ fn main() {
return; return;
} }
/*
*/
let mut canvas = CanvasFrame::new(); let mut canvas = CanvasFrame::new();
canvas.draw(&sprite); canvas.draw(&sprite);

@ -11,8 +11,6 @@ pub struct Sprite {
textured: bool, textured: bool,
texture_id: Option<String>, texture_id: Option<String>,
} }
impl Sprite { impl Sprite {

@ -1,41 +1,13 @@
use vulkano::device::{Device, Queue}; use vulkano::device::{Device, Queue};
use vulkano::instance::{PhysicalDevice, QueueFamily}; use vulkano::instance::{PhysicalDevice, QueueFamily};
use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder}; use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
use std::sync::Arc; use std::sync::Arc;
use std::ffi::CStr; use std::ffi::CStr;
use std::path::PathBuf; use std::path::PathBuf;
use shade_runner as sr; use shade_runner as sr;
use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract}; use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry}; use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry};
use vulkano::swapchain::{Capabilities}; use vulkano::swapchain::{Capabilities};
use crate::vertex_2d::ColoredVertex2D; use crate::vertex_2d::ColoredVertex2D;
/* /*

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