1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140
// Copyright (c) 2016 The vulkano developers // Licensed under the Apache License, Version 2.0 // <LICENSE-APACHE or // http://www.apache.org/licenses/LICENSE-2.0> or the MIT // license <LICENSE-MIT or http://opensource.org/licenses/MIT>, // at your option. All files in the project carrying such // notice may not be copied, modified, or distributed except // according to those terms. //! Targets on which your draw commands are executed. //! //! # Render passes and framebuffers //! //! There are two concepts in Vulkan: //! //! - A *render pass* describes the target which you are going to render to. It is a collection //! of descriptions of one or more attachments (ie. image that are rendered to), and of one or //! multiples subpasses. The render pass contains the format and number of samples of each //! attachment, and the attachments that are attached to each subpass. They are represented //! in vulkano with the `RenderPass` object. //! - A *framebuffer* contains the list of actual images that are attached. It is created from a //! render pass and has to match its characteristics. They are represented in vulkano with the //! `Framebuffer` object. //! //! Render passes are typically created at initialization only (for example during a loading //! screen) because they can be costly, while framebuffers can be created and destroyed either at //! initialization or during the frame. //! //! Consequently you can create graphics pipelines from a render pass object alone. //! A `Framebuffer` object is only needed when you actually add draw commands to a command buffer. //! //! # Render passes //! //! In vulkano a render pass is represented by the `RenderPass` struct. This struct has a template //! parameter that contains the description of the render pass. The `RenderPassAbstract` trait is //! implemented on all instances of `RenderPass<_>` and makes it easier to store render passes //! without having to explicitly write its type. //! //! The template parameter of the `RenderPass` struct must implement the `RenderPassDesc` trait. //! In order to create a render pass, you can create an object that implements this trait, then //! call the `build_render_pass` method on it. //! //! ``` //! use vulkano::framebuffer::EmptySinglePassRenderPassDesc; //! use vulkano::framebuffer::RenderPassDesc; //! //! # let device: std::sync::Arc<vulkano::device::Device> = return; //! let desc = EmptySinglePassRenderPassDesc; //! let render_pass = desc.build_render_pass(device.clone()).unwrap(); //! // The type of `render_pass` is `RenderPass<EmptySinglePassRenderPassDesc>`. //! ``` //! //! This example creates a render pass with no attachment and one single subpass that doesn't draw //! on anything. While it's sometimes useful, most of the time it's not what you want. //! //! The easiest way to create a "real" render pass is to use the `single_pass_renderpass!` macro. //! //! ``` //! # #[macro_use] extern crate vulkano; //! # fn main() { //! # let device: std::sync::Arc<vulkano::device::Device> = return; //! use vulkano::format::Format; //! //! let render_pass = single_pass_renderpass!(device.clone(), //! attachments: { //! // `foo` is a custom name we give to the first and only attachment. //! foo: { //! load: Clear, //! store: Store, //! format: Format::R8G8B8A8Unorm, //! samples: 1, //! } //! }, //! pass: { //! color: [foo], // Repeat the attachment name here. //! depth_stencil: {} //! } //! ).unwrap(); //! # } //! ``` //! //! See the documentation of the macro for more details. TODO: put link here //! //! Once a `RenderPass<_>` struct is created, it implements the same render-pass-related traits as //! its template parameter. //! //! # Framebuffers //! //! See [the documentation of the `Framebuffer` struct](struct.Framebuffer.html) for information //! about how to create a framebuffer. //! pub use self::attachments_list::AttachmentsList; pub use self::compat_atch::IncompatibleRenderPassAttachmentError; pub use self::compat_atch::ensure_image_view_compatible; pub use self::desc::AttachmentDescription; pub use self::desc::PassDependencyDescription; pub use self::desc::PassDescription; pub use self::desc::LoadOp; pub use self::desc::RenderPassDesc; pub use self::desc::RenderPassDescAttachments; pub use self::desc::RenderPassDescDependencies; pub use self::desc::RenderPassDescSubpasses; pub use self::desc::StoreOp; pub use self::empty::EmptySinglePassRenderPassDesc; pub use self::framebuffer::Framebuffer; pub use self::framebuffer::FramebufferBuilder; pub use self::framebuffer::FramebufferCreationError; pub use self::framebuffer::FramebufferSys; pub use self::sys::RenderPass; pub use self::sys::RenderPassCreationError; pub use self::sys::RenderPassSys; pub use self::traits::FramebufferAbstract; pub use self::traits::RenderPassAbstract; pub use self::traits::RenderPassCompatible; pub use self::traits::RenderPassDescClearValues; pub use self::traits::RenderPassSubpassInterface; pub use self::traits::Subpass; use vk; #[macro_use] mod macros; mod attachments_list; mod compat_atch; mod desc; mod empty; mod framebuffer; mod sys; mod traits; /// Describes what a subpass in a command buffer will contain. #[derive(Debug, Copy, Clone, PartialEq, Eq)] #[repr(u32)] pub enum SubpassContents { /// The subpass will only directly contain commands. Inline = vk::SUBPASS_CONTENTS_INLINE, /// The subpass will only contain secondary command buffers invocations. SecondaryCommandBuffers = vk::SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS, }