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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="API documentation for the Rust `pipeline` mod in crate `vulkano`."><meta name="keywords" content="rust, rustlang, rust-lang, pipeline"><title>vulkano::pipeline - Rust</title><link rel="stylesheet" type="text/css" href="../../normalize.css"><link rel="stylesheet" type="text/css" href="../../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../../dark.css"><link rel="stylesheet" type="text/css" href="../../light.css" id="themeStyle"><script src="../../storage.js"></script><noscript><link rel="stylesheet" href="../../noscript.css"></noscript><link rel="shortcut icon" href="../../favicon.ico"><style type="text/css">#crate-search{background-image:url("../../down-arrow.svg");}</style></head><body class="rustdoc mod"><!--[if lte IE 8]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu">☰</div><a href='../../vulkano/index.html'><div class='logo-container'><img src='https://raw.githubusercontent.com/vulkano-rs/vulkano/master/logo.png' alt='logo'></div></a><p class='location'>Module pipeline</p><div class="sidebar-elems"><div class="block items"><ul><li><a href="#modules">Modules</a></li><li><a href="#structs">Structs</a></li><li><a href="#enums">Enums</a></li><li><a href="#traits">Traits</a></li></ul></div><p class='location'><a href='../index.html'>vulkano</a></p><script>window.sidebarCurrent = {name: 'pipeline', ty: 'mod', relpath: '../'};</script><script defer src="../sidebar-items.js"></script></div></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!"><img src="../../brush.svg" width="18" alt="Pick another theme!"></button><div id="theme-choices"></div></div><script src="../../theme.js"></script><nav class="sub"><form class="search-form js-only"><div class="search-container"><div><select id="crate-search"><option value="All crates">All crates</option></select><input class="search-input" name="search" autocomplete="off" spellcheck="false" placeholder="Click or press ‘S’ to search, ‘?’ for more options…" type="search"></div><a id="settings-menu" href="../../settings.html"><img src="../../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><h1 class='fqn'><span class='out-of-band'><span id='render-detail'><a id="toggle-all-docs" href="javascript:void(0)" title="collapse all docs">[<span class='inner'>−</span>]</a></span><a class='srclink' href='../../src/vulkano/pipeline/mod.rs.html#10-99' title='goto source code'>[src]</a></span><span class='in-band'>Module <a href='../index.html'>vulkano</a>::<wbr><a class="mod" href=''>pipeline</a></span></h1><div class='docblock'><p>Describes a graphical or compute operation.</p>
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<p>In Vulkan, before you can add a draw or a compute command to a command buffer you have to
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create a <em>pipeline object</em> that describes this command.</p>
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<p>When you create a pipeline object, the implementation will usually generate some GPU machine
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code that will execute the operation (similar to a compiler that generates an executable for
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the CPU). Consequently it is a CPU-intensive operation that should be performed at
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initialization or during a loading screen.</p>
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<p>There are two kinds of pipelines:</p>
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<ul>
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<li><code>ComputePipeline</code>s, for compute operations (general-purpose operations that read/write data
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in buffers or raw pixels in images).</li>
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<li><code>GraphicsPipeline</code>s, for graphical operations (operations that take vertices as input and
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write pixels to a framebuffer).</li>
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</ul>
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<h1 id="creating-a-compute-pipeline" class="section-header"><a href="#creating-a-compute-pipeline">Creating a compute pipeline.</a></h1>
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<p>In order to create a compute pipeline, you first need a <em>shader entry point</em>.</p>
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<p>TODO: write the rest
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For now vulkano has no "clean" way to create shaders ; everything's a bit hacky</p>
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<h1 id="creating-a-graphics-pipeline" class="section-header"><a href="#creating-a-graphics-pipeline">Creating a graphics pipeline</a></h1>
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<p>A graphics operation takes vertices or vertices and indices as input, and writes pixels to a
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framebuffer. It consists of multiple steps:</p>
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<ul>
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<li>A <em>shader</em> named the <em>vertex shader</em> is run once for each vertex of the input.</li>
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<li>Vertices are assembled into primitives.</li>
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<li>Optionally, a shader named the <em>tessellation control shader</em> is run once for each primitive
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and indicates the tessellation level to apply for this primitive.</li>
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<li>Optionally, a shader named the <em>tessellation evaluation shader</em> is run once for each vertex,
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including the ones newly created by the tessellation.</li>
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<li>Optionally, a shader named the <em>geometry shader</em> is run once for each line or triangle.</li>
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<li>The vertex coordinates (as outputted by the geometry shader, or by the tessellation
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evaluation shader if there's no geometry shader, or by the vertex shader if there's no
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geometry shader nor tessellation evaluation shader) are turned into screen-space coordinates.</li>
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<li>The list of pixels that cover each triangle are determined.</li>
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<li>A shader named the fragment shader is run once for each pixel that covers one of the
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triangles.</li>
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<li>The depth test and/or the stencil test are performed.</li>
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<li>The output of the fragment shader is written to the framebuffer attachments, possibly by
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mixing it with the existing values.</li>
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</ul>
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<p>All the sub-modules of this module (with the exception of <code>cache</code>) correspond to the various
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stages of graphical pipelines.</p>
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<blockquote>
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<p><strong>Note</strong>: With the exception of the addition of the tessellation shaders and the geometry
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shader, these steps haven't changed in the past decade. If you are familiar with shaders in
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OpenGL 2 for example, don't worry as it works in the same in Vulkan.</p>
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</blockquote>
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<blockquote>
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<p><strong>Note</strong>: All the stages that consist in executing a shader are performed by a microprocessor
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(unless you happen to use a software implementation of Vulkan). As for the other stages,
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some hardware (usually desktop graphics cards) have dedicated chips that will execute them
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while some other hardware (usually mobile) perform them with the microprocessor as well. In
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the latter situation, the implementation will usually glue these steps to your shaders.</p>
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</blockquote>
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<p>Creating a graphics pipeline follows the same principle as a compute pipeline, except that
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you must pass multiple shaders alongside with configuration for the other steps.</p>
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<p>TODO: add an example</p>
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</div><h2 id='modules' class='section-header'><a href="#modules">Modules</a></h2>
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<table><tr class='module-item'><td><a class="mod" href="blend/index.html" title='vulkano::pipeline::blend mod'>blend</a></td><td class='docblock-short'><p>Defines how the color output of the fragment shader is written to the attachment.</p>
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</td></tr><tr class='module-item'><td><a class="mod" href="cache/index.html" title='vulkano::pipeline::cache mod'>cache</a></td><td class='docblock-short'><p>Cache the pipeline objects to disk for faster reloads.</p>
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</td></tr><tr class='module-item'><td><a class="mod" href="depth_stencil/index.html" title='vulkano::pipeline::depth_stencil mod'>depth_stencil</a></td><td class='docblock-short'><p>Depth and stencil operations description.</p>
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</td></tr><tr class='module-item'><td><a class="mod" href="input_assembly/index.html" title='vulkano::pipeline::input_assembly mod'>input_assembly</a></td><td class='docblock-short'><p>Assembling vertices into primitives.</p>
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</td></tr><tr class='module-item'><td><a class="mod" href="multisample/index.html" title='vulkano::pipeline::multisample mod'>multisample</a></td><td class='docblock-short'><p>State of multisampling.</p>
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</td></tr><tr class='module-item'><td><a class="mod" href="raster/index.html" title='vulkano::pipeline::raster mod'>raster</a></td><td class='docblock-short'><p>Stage when triangles are turned into pixels.</p>
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</td></tr><tr class='module-item'><td><a class="mod" href="shader/index.html" title='vulkano::pipeline::shader mod'>shader</a></td><td class='docblock-short'><p>Stage of a graphics pipeline.</p>
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</td></tr><tr class='module-item'><td><a class="mod" href="vertex/index.html" title='vulkano::pipeline::vertex mod'>vertex</a></td><td class='docblock-short'><p>Vertex sources definition</p>
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</td></tr><tr class='module-item'><td><a class="mod" href="viewport/index.html" title='vulkano::pipeline::viewport mod'>viewport</a></td><td class='docblock-short'><p>Viewports and scissor boxes.</p>
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</td></tr></table><h2 id='structs' class='section-header'><a href="#structs">Structs</a></h2>
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<table><tr class='module-item'><td><a class="struct" href="struct.ComputePipeline.html" title='vulkano::pipeline::ComputePipeline struct'>ComputePipeline</a></td><td class='docblock-short'><p>A pipeline object that describes to the Vulkan implementation how it should perform compute
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operations.</p>
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</td></tr><tr class='module-item'><td><a class="struct" href="struct.ComputePipelineSys.html" title='vulkano::pipeline::ComputePipelineSys struct'>ComputePipelineSys</a></td><td class='docblock-short'><p>Opaque object that represents the inside of the compute pipeline. Can be made into a trait
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object.</p>
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</td></tr><tr class='module-item'><td><a class="struct" href="struct.GraphicsPipeline.html" title='vulkano::pipeline::GraphicsPipeline struct'>GraphicsPipeline</a></td><td class='docblock-short'><p>Defines how the implementation should perform a draw operation.</p>
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</td></tr><tr class='module-item'><td><a class="struct" href="struct.GraphicsPipelineBuilder.html" title='vulkano::pipeline::GraphicsPipelineBuilder struct'>GraphicsPipelineBuilder</a></td><td class='docblock-short'><p>Prototype for a <code>GraphicsPipeline</code>.</p>
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</td></tr><tr class='module-item'><td><a class="struct" href="struct.GraphicsPipelineSys.html" title='vulkano::pipeline::GraphicsPipelineSys struct'>GraphicsPipelineSys</a></td><td class='docblock-short'><p>Opaque object that represents the inside of the graphics pipeline.</p>
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</td></tr></table><h2 id='enums' class='section-header'><a href="#enums">Enums</a></h2>
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<table><tr class='module-item'><td><a class="enum" href="enum.ComputePipelineCreationError.html" title='vulkano::pipeline::ComputePipelineCreationError enum'>ComputePipelineCreationError</a></td><td class='docblock-short'><p>Error that can happen when creating a compute pipeline.</p>
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</td></tr><tr class='module-item'><td><a class="enum" href="enum.GraphicsPipelineCreationError.html" title='vulkano::pipeline::GraphicsPipelineCreationError enum'>GraphicsPipelineCreationError</a></td><td class='docblock-short'><p>Error that can happen when creating a graphics pipeline.</p>
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</td></tr></table><h2 id='traits' class='section-header'><a href="#traits">Traits</a></h2>
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<table><tr class='module-item'><td><a class="trait" href="trait.ComputePipelineAbstract.html" title='vulkano::pipeline::ComputePipelineAbstract trait'>ComputePipelineAbstract</a></td><td class='docblock-short'><p>Trait implemented on all compute pipelines.</p>
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</td></tr><tr class='module-item'><td><a class="trait" href="trait.GraphicsPipelineAbstract.html" title='vulkano::pipeline::GraphicsPipelineAbstract trait'>GraphicsPipelineAbstract</a></td><td class='docblock-short'><p>Trait implemented on objects that reference a graphics pipeline. Can be made into a trait
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object.
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When using this trait <code>AutoCommandBufferBuilder::draw*</code> calls will need the buffers to be
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wrapped in a <code>vec!()</code>.</p>
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