|
|
|
@ -3,7 +3,7 @@ use vulkano::command_buffer::AutoCommandBufferBuilder;
|
|
|
|
|
use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc};
|
|
|
|
|
use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
|
|
|
|
|
use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice, QueueFamily};
|
|
|
|
|
use vulkano::pipeline::ComputePipeline;
|
|
|
|
|
use vulkano::pipeline::{ComputePipeline, GraphicsPipeline};
|
|
|
|
|
use vulkano::sync::GpuFuture;
|
|
|
|
|
use vulkano::sync;
|
|
|
|
|
use std::time::SystemTime;
|
|
|
|
@ -15,14 +15,17 @@ use image::{DynamicImage, ImageBuffer};
|
|
|
|
|
use image::GenericImageView;
|
|
|
|
|
use vulkano::descriptor::pipeline_layout::PipelineLayout;
|
|
|
|
|
use image::GenericImage;
|
|
|
|
|
use shade_runner::{ComputeLayout, CompileError};
|
|
|
|
|
use shade_runner::{ComputeLayout, CompileError, FragLayout};
|
|
|
|
|
use vulkano::descriptor::descriptor_set::PersistentDescriptorSetBuf;
|
|
|
|
|
use shaderc::CompileOptions;
|
|
|
|
|
use vulkano::framebuffer::Subpass;
|
|
|
|
|
use vulkano::pipeline::shader::GraphicsShaderType;
|
|
|
|
|
|
|
|
|
|
pub struct VkProcessor<'a> {
|
|
|
|
|
pub instance: Arc<Instance>,
|
|
|
|
|
pub physical: PhysicalDevice<'a>,
|
|
|
|
|
pub pipeline: Option<Arc<ComputePipeline<PipelineLayout<shade_runner::layouts::ComputeLayout>>>>,
|
|
|
|
|
pub pipeline: Option<Arc<ComputePipeline<PipelineLayout<shade_runner::layouts::ComputeLayout>>>>,
|
|
|
|
|
pub compute_pipeline: (),
|
|
|
|
|
pub device: Arc<Device>,
|
|
|
|
|
pub queues: QueuesIter,
|
|
|
|
|
pub queue: Arc<Queue>,
|
|
|
|
@ -47,6 +50,7 @@ impl<'a> VkProcessor<'a> {
|
|
|
|
|
instance: instance.clone(),
|
|
|
|
|
physical: physical.clone(),
|
|
|
|
|
pipeline: Option::None,
|
|
|
|
|
compute_pipeline: Option::None,
|
|
|
|
|
device: device,
|
|
|
|
|
queue: queues.next().unwrap(),
|
|
|
|
|
queues: queues,
|
|
|
|
@ -88,6 +92,103 @@ impl<'a> VkProcessor<'a> {
|
|
|
|
|
vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.compute)
|
|
|
|
|
}.unwrap();
|
|
|
|
|
|
|
|
|
|
let compute_pipeline = Arc::new({
|
|
|
|
|
unsafe {
|
|
|
|
|
ComputePipeline::new(self.device.clone(), &x.compute_entry_point(
|
|
|
|
|
CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
|
|
|
|
vulkano_entry.compute_layout), &(),
|
|
|
|
|
).unwrap()
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
self.compute_pipeline = Some(compute_pipeline);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pub fn compile_shaders(&mut self, filename: String) {
|
|
|
|
|
|
|
|
|
|
let project_root =
|
|
|
|
|
std::env::current_dir()
|
|
|
|
|
.expect("failed to get root directory");
|
|
|
|
|
|
|
|
|
|
let mut shader_path = project_root.clone();
|
|
|
|
|
shader_path.push(PathBuf::from("resources/shaders/"));
|
|
|
|
|
|
|
|
|
|
let mut vertex_shader_path = project_root.clone()
|
|
|
|
|
.push(PathBuf::from("resources/shaders/"));
|
|
|
|
|
vertex_shader_path.push(PathBuf::from(filename.clone()));
|
|
|
|
|
vertex_shader_path.push(PathBuf::from(".vertex"));
|
|
|
|
|
|
|
|
|
|
let mut fragment_shader_path = project_root.clone()
|
|
|
|
|
.push(PathBuf::from("resources/shaders/"));
|
|
|
|
|
vertex_shader_path.push(PathBuf::from(filename.clone()));
|
|
|
|
|
vertex_shader_path.push(PathBuf::from(".fragment"));
|
|
|
|
|
|
|
|
|
|
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(vertex_shader_path, fragment_shader_path)
|
|
|
|
|
.expect("Failed to compile");
|
|
|
|
|
|
|
|
|
|
let vulkano_entry =
|
|
|
|
|
sr::parse(&shader)
|
|
|
|
|
.expect("failed to parse");
|
|
|
|
|
|
|
|
|
|
let x = unsafe {
|
|
|
|
|
vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.fragment)
|
|
|
|
|
}.unwrap();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let frag_entry_point = unsafe {
|
|
|
|
|
&x.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
|
|
|
|
vulkano_entry.frag_input,
|
|
|
|
|
vulkano_entry.frag_output,
|
|
|
|
|
vulkano_entry.frag_layout, GraphicsShaderType::Fragment)
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
let vert_entry_point = unsafe {
|
|
|
|
|
&x.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
|
|
|
|
vulkano_entry.frag_input,
|
|
|
|
|
vulkano_entry.frag_output,
|
|
|
|
|
vulkano_entry.frag_layout, GraphicsShaderType::Fragment)
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
|
|
|
|
|
// program, but much more specific.
|
|
|
|
|
self.pipeline = Option::Some(Arc::new(GraphicsPipeline::start()
|
|
|
|
|
// We need to indicate the layout of the vertices.
|
|
|
|
|
// The type `SingleBufferDefinition` actually contains a template parameter corresponding
|
|
|
|
|
// to the type of each vertex. But in this code it is automatically inferred.
|
|
|
|
|
.vertex_input_single_buffer()
|
|
|
|
|
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
|
|
|
|
|
// which one. The `main` word of `main_entry_point` actually corresponds to the name of
|
|
|
|
|
// the entry point.
|
|
|
|
|
.vertex_shader(vert_entry_point, ())
|
|
|
|
|
// The content of the vertex buffer describes a list of triangles.
|
|
|
|
|
.triangle_list()
|
|
|
|
|
// Use a resizable viewport set to draw over the entire window
|
|
|
|
|
.viewports_dynamic_scissors_irrelevant(1)
|
|
|
|
|
// See `vertex_shader`.
|
|
|
|
|
.fragment_shader(frag_entry_point, ())
|
|
|
|
|
// 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.
|
|
|
|
|
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
|
|
|
|
// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
|
|
|
|
|
.build(device.clone())
|
|
|
|
|
.unwrap()));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let x = unsafe {
|
|
|
|
|
vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.fragment)
|
|
|
|
|
}.unwrap();
|
|
|
|
|
|
|
|
|
|
let pipeline = Arc::new({
|
|
|
|
|
unsafe {
|
|
|
|
|
ComputePipeline::new(self.device.clone(), &x.compute_entry_point(
|
|
|
|
@ -179,6 +280,37 @@ impl<'a> VkProcessor<'a> {
|
|
|
|
|
self.settings_buffer = Some(settings_buffer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pub fn create_renderpass(&mut self) {
|
|
|
|
|
|
|
|
|
|
let render_pass = Arc::new(vulkano::single_pass_renderpass!(
|
|
|
|
|
self.device.clone(),
|
|
|
|
|
attachments: {
|
|
|
|
|
// `color` is a custom name we give to the first and only attachment.
|
|
|
|
|
color: {
|
|
|
|
|
// `load: Clear` means that we ask the GPU to clear the content of this
|
|
|
|
|
// attachment at the start of the drawing.
|
|
|
|
|
load: Clear,
|
|
|
|
|
// `store: Store` means that we ask the GPU to store the output of the draw
|
|
|
|
|
// in the actual image. We could also ask it to discard the result.
|
|
|
|
|
store: Store,
|
|
|
|
|
// `format: <ty>` indicates the type of the format of the image. This has to
|
|
|
|
|
// be one of the types of the `vulkano::format` module (or alternatively one
|
|
|
|
|
// of your structs that implements the `FormatDesc` trait). Here we use the
|
|
|
|
|
// same format as the swapchain.
|
|
|
|
|
format: swapchain.format(),
|
|
|
|
|
// TODO:
|
|
|
|
|
samples: 1,
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
pass: {
|
|
|
|
|
// We use the attachment named `color` as the one and only color attachment.
|
|
|
|
|
color: [color],
|
|
|
|
|
// No depth-stencil attachment is indicated with empty brackets.
|
|
|
|
|
depth_stencil: {}
|
|
|
|
|
}
|
|
|
|
|
).unwrap());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pub fn run_kernel(&mut self) {
|
|
|
|
|
|
|
|
|
|
println!("Running Kernel...");
|
|
|
|
|