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229 lines
9.2 KiB
229 lines
9.2 KiB
use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, DeviceLocalBuffer, ImmutableBuffer, BufferAccess};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc, DescriptorSetDesc};
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use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
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use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice, QueueFamily};
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use vulkano::pipeline::{ComputePipeline, GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use vulkano::sync::{GpuFuture, FlushError};
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use vulkano::sync;
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use std::time::SystemTime;
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use std::sync::Arc;
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use std::ffi::CStr;
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use std::path::PathBuf;
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use shade_runner as sr;
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use image::{DynamicImage, ImageBuffer};
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use image::GenericImageView;
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use image::GenericImage;
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use shade_runner::{ComputeLayout, CompileError, FragLayout, FragInput, FragOutput, VertInput, VertOutput, VertLayout, CompiledShaders, Entry};
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSetBuf, PersistentDescriptorSetImg, PersistentDescriptorSetSampler};
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use shaderc::CompileOptions;
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use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract, RenderPassDesc};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
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use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError};
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use vulkano::swapchain::acquire_next_image;
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use vulkano::image::swapchain::SwapchainImage;
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use winit::{EventsLoop, WindowBuilder, Window, Event, WindowEvent};
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use vulkano_win::VkSurfaceBuild;
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use vulkano::pipeline::vertex::{SingleBufferDefinition, Vertex};
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use vulkano::descriptor::{PipelineLayoutAbstract, DescriptorSet};
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use std::alloc::Layout;
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use vulkano::pipeline::viewport::Viewport;
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use image::ImageFormat;
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use vulkano::image::immutable::ImmutableImage;
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use vulkano::image::attachment::AttachmentImage;
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use vulkano::image::{Dimensions, ImageUsage};
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use vulkano::format::Format;
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use vulkano::sampler::{Sampler, Filter, MipmapMode, SamplerAddressMode};
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use image::flat::NormalForm::ColumnMajorPacked;
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use crate::vertex_2d::ColoredVertex2D;
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/*
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Shaderkernel holds the pipeline and render pass for the inputted shader source
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*/
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#[derive(Clone)]
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pub struct ShaderKernels {
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pub render_pass: Arc<RenderPassAbstract + Send + Sync>,
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graphics_pipeline: Option<Arc<GraphicsPipelineAbstract + Sync + Send>>,
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device: Arc<Device>,
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}
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impl ShaderKernels {
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fn get_path(filename: String) -> (PathBuf, PathBuf) {
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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 shader_path = project_root.clone();
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shader_path.push(PathBuf::from("resources/shaders/"));
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let mut vertex_shader_path = project_root.clone();
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vertex_shader_path.push(PathBuf::from("resources/shaders/"));
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vertex_shader_path.push(PathBuf::from(filename.clone() + ".vertex"));
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let mut fragment_shader_path = project_root.clone();
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fragment_shader_path.push(PathBuf::from("resources/shaders/"));
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fragment_shader_path.push(PathBuf::from(filename.clone() + ".fragment"));
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(vertex_shader_path, fragment_shader_path)
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}
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pub fn get_pipeline(&mut self) -> Arc<GraphicsPipelineAbstract + Sync + Send> {
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self.graphics_pipeline.clone().unwrap()
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}
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pub fn new(filename: String,
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surface: &Arc<Surface<Window>>,
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queue: Arc<Queue>,
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physical: PhysicalDevice,
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device: Arc<Device>) -> ShaderKernels {
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let capabilities = surface.capabilities(physical).unwrap();
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let format = capabilities.supported_formats[0].0;
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let filenames = ShaderKernels::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 = ShaderKernels::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 = ShaderKernels::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 = ShaderKernels::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: {
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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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// 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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ShaderKernels {
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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_fan()
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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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render_pass: render_pass,
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}
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}
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}
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#[repr(C)]
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#[derive(Default, Debug, Clone)]
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// TODO: This needs to be duplicated and moved into their respective containers shaderkenrels copute
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struct ShaderSpecializationConstants {
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first_constant: i32,
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second_constant: u32,
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third_constant: f32,
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}
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unsafe impl SpecializationConstants for ShaderSpecializationConstants {
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fn descriptors() -> &'static [SpecializationMapEntry] {
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static DESCRIPTORS: [SpecializationMapEntry; 3] = [
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SpecializationMapEntry {
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constant_id: 0,
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offset: 0,
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size: 4,
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},
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SpecializationMapEntry {
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constant_id: 1,
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offset: 4,
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size: 4,
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},
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SpecializationMapEntry {
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constant_id: 2,
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offset: 8,
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size: 4,
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},
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];
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&DESCRIPTORS
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}
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} |