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@ -3,6 +3,8 @@
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#![allow(unused_variables)]
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#![allow(unused_mut)]
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/*
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extern crate cgmath;
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extern crate image;
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extern crate nalgebra as na;
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@ -58,7 +60,6 @@ What next?
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Second sprite for rendering paths at x10 or so resolution
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color bucketing
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Textures and Sprites cannot live in the same struct as there is no way for a sprite to own
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its texture and become a single object (rust self-referencing structs)
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@ -81,8 +82,6 @@ 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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*/
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fn main() {
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let font = Font::from_file("resources/fonts/sansation.ttf").unwrap();
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@ -206,13 +205,12 @@ fn main() {
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window.display();
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}
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}
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*/
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/*
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//use vulkano::buffer::{BufferAccess, BufferUsage, CpuAccessibleBuffer, DeviceLocalBuffer, ImmutableBuffer};
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//use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
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//use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, PersistentDescriptorSetBuf, StdDescriptorPoolAlloc};
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@ -553,7 +551,7 @@ void main() {
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vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &shader.compute)
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}.unwrap();
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let pipeline = Arc::new({
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let c_pipeline = Arc::new({
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unsafe {
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ComputePipeline::new(device.clone(), &x.compute_entry_point(
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CStr::from_bytes_with_nul_unchecked(b"main\0"),
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@ -561,7 +559,82 @@ void main() {
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).unwrap()
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}
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});
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}
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let project_root =
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std::env::current_dir()
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.expect("failed to get root directory");
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let mut compute_path = project_root.clone();
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compute_path.push(PathBuf::from("resources/images/"));
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compute_path.push(PathBuf::from("funky-bird.jpg"));
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let img = image::open(compute_path).expect("Couldn't find image");
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let xy = img.dimensions();
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let data_length = xy.0 * xy.1 * 4;
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let pixel_count = img.raw_pixels().len();
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println!("Pixel count {}", pixel_count);
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let mut image_buffer = Vec::new();
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if pixel_count != data_length as usize {
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println!("Creating apha channel...");
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for i in img.raw_pixels().iter() {
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if (image_buffer.len() + 1) % 4 == 0 {
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image_buffer.push(255);
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}
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image_buffer.push(*i);
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}
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image_buffer.push(255);
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} else {
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image_buffer = img.raw_pixels();
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}
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println!("Buffer length {}", image_buffer.len());
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println!("Size {:?}", xy);
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println!("Allocating Buffers...");
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// Pull out the image data and place it in a buffer for the kernel to write to and for us to read from
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let write_buffer = {
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let mut buff = image_buffer.iter();
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let data_iter = (0..data_length).map(|n| *(buff.next().unwrap()));
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
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};
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// Pull out the image data and place it in a buffer for the kernel to read from
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let read_buffer = {
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let mut buff = image_buffer.iter();
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let data_iter = (0..data_length).map(|n| *(buff.next().unwrap()));
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
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};
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// A buffer to hold many i32 values to use as settings
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let settings_buffer = {
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let vec = vec![xy.0, xy.1];
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let mut buff = vec.iter();
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let data_iter =
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(0..2).map(|n| *(buff.next().unwrap()));
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CpuAccessibleBuffer::from_iter(device.clone(),
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BufferUsage::all(),
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data_iter).unwrap()
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};
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println!("Done");
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// Create the data descriptor set for our previously created shader pipeline
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let mut set =
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PersistentDescriptorSet::start(c_pipeline.clone(), 0)
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.add_buffer(write_buffer.clone()).unwrap()
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.add_buffer(read_buffer.clone()).unwrap()
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.add_buffer(settings_buffer.clone()).unwrap();
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let mut set = Arc::new(set.build().unwrap());
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// In order to draw, we have to build a *command buffer*. The command buffer object holds
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// the list of commands that are going to be executed.
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@ -572,7 +645,13 @@ void main() {
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//
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// Note that we have to pass a queue family when we create the command buffer. The command
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// buffer will only be executable on that given queue family.
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let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
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let command_buffer =
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AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family())
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.unwrap()
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.dispatch([xy.0, xy.1, 1],
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c_pipeline.clone(),
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set.clone(), ()).unwrap()
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// Before we can draw, we have to *enter a render pass*. There are two methods to do
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// this: `draw_inline` and `draw_secondary`. The latter is a bit more advanced and is
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// not covered here.
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@ -583,6 +662,7 @@ void main() {
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.begin_render_pass(framebuffers[image_num].clone(), false, clear_values)
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.unwrap()
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// We are now inside the first subpass of the render pass. We add a draw command.
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//
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// The last two parameters contain the list of resources to pass to the shaders.
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@ -624,7 +704,7 @@ void main() {
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previous_frame_end = Box::new(sync::now(device.clone())) as Box<_>;
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}
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}
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}
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// Note that in more complex programs it is likely that one of `acquire_next_image`,
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// `command_buffer::submit`, or `present` will block for some time. This happens when the
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// GPU's queue is full and the driver has to wait until the GPU finished some work.
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@ -671,5 +751,3 @@ fn window_size_dependent_setup(
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}).collect::<Vec<_>>()
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}
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*/
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