more refactoring, compiles.
This commit is contained in:
144
src/main.rs
144
src/main.rs
@@ -19,13 +19,13 @@ use winit::{EventsLoop, WindowBuilder, WindowEvent, Event, DeviceEvent, VirtualK
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use winit::dpi::LogicalSize;
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use vulkano_win::VkSurfaceBuild;
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use sprite::Sprite;
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use crate::canvas::{CanvasFrame, CanvasImage};
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use crate::compu_state::CompuState;
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use crate::compu_frame::CompuFrame;
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use crate::compu_sprite::CompuSprite;
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use crate::compu_kernel::CompuKernel;
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use crate::compu_buffer::CompuBuffers;
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use crate::util::load_raw;
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use crate::canvas_frame::CanvasFrame;
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mod util;
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mod slider;
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@@ -36,8 +36,11 @@ mod button;
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mod vertex_2d;
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mod vertex_3d;
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mod sprite;
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mod canvas;
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mod canvas_frame;
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mod canvas_shader;
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mod compu_state;
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mod compu_frame;
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mod compu_sprite;
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@@ -50,137 +53,6 @@ Alright, what the hell do I do next...
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Canvas works, but I want to use CPU accessible buffer instead of immutable buffer
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I think it would be faster if we reuse fewer oversized buffers than vis versa
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Texturing is broken
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8/13 :
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Okay. So I've decided to keep compute image and compute kernel in their own 'canvas'
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Canvas still needs to be cleaned up. I would like a contract type of thing going on
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with the loaded textures. Where you need to request a texture_handle from vkprocessor
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to attach to a Sprite. The problem is kinda what I do with the swap image. I only need
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a reference to it and the general buffer coming back from the compute kernel. I could
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continue to hold the image in the Canvas, and just give out an ID when a Sprite wants it.
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The issue here is that kinda muddles the API a bit. I would need to do something like
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8/27 :
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But I dont always want to draw a computable...
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Which I guess is fine. I could have another datatype implement computable
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CompuSprite
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-> Drawable, Computable
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TxturSprite
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-> Drawable
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ColorSprite
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-> Drawable
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Computable
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-> get pipeline id (need to assoc. compiled kernel)
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->
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Drawable
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-> get texture id
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-> get image id
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-> get color
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-> get vertices
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Computable
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get data
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set data?
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set settings?
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get swap image id
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Drawable:
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get vertices
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get color
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get texture id
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get descriptor set
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need some sort of computable interface for the Sprite. It already has drawable
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so why not computable
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Pipeline is the compiled kernel/shader
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in the shaders case, it has the vertex definition, constants, and the compiled code
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in kernel, its just constants and compiled code
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Descriptor set holds the buffers which we will pass to the pipeline
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rw and settings buffers for the compu
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texture buffer for the textured
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image buffer for the image (swap)
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Need to have certain stages in the building of the command buffer.
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(Z level????)
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1.) computes
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2.) compute swaps
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3.) render images
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4.) render textures
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5.) render solids
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So to start with we need to know the compute data which we want to run and the kernel we want to run it on. We combine the buffers along with the pipeline generated from the compiled kernel and get
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the descriptor set. We also need the XY for the compute run
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CompuSprite
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holds the image handle
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impl's drawable
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CompuBuffers
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holds the buffer handles
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creates the descriptor set?
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CompuState
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holds the compute buffers
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holds the compute kernels
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ComputeFrame
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preserves order of entered elements
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holds compute buffer ids and their tied kernel ids
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holds compute buffer ids, their swap image ids and their kernel ids
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holds compute buffer ids, their swap buffer ids, and their kernel ids
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// Creates the compu sprite with an associated image stored in canvas
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let compu_sprite = CompuSprite::new(&mut canvas)
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// Compiles and stores the kernel in CompuState
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// Returns the handle to the stored kernel (immutable at this state probably)
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let KernelID = ComputeState.new_kernel(kernel_path)
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// Pushes the data to the GPU and returns a handle
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let ComputeBuffer_1 = ComputeState.new_compute_buffer(input_data, input_settings)
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// One by one, assign the buffers to their kernels for run
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ComputeFrame.add(ComputeBuffer_1, KernelID)
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// If the buffer needs to be swapped in first
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ComputeFrame.add_with_buffer_swap(ComputeBuffer_1, ComputeBuffer_2, KernelID)
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// If the buffer should be swappd out to an image after it computes
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ComputeFrame.add_with_image_swap(ComputeBuffer_1, compu_sprite, KernelID)
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CompuState.compute()
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// Full example if API:
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CompuFrame.add(ComputeBuffer1ID, Kernel1ID)
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CompuFrame.add(ComputeBuffer2ID, Kernel2ID)
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CompuFrame.add_with_image_swap(ComputeBuffer1ID, CompuSprite, KernelID)
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CanvasFrame.draw(Sprite1)
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CanvasFrame.draw(Sprite2)
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CanvasFrame.draw(CompuSprite)
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vkprocessor.run(CanvasFrame, CompuFrame)
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*/
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fn main() {
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@@ -197,9 +69,6 @@ fn main() {
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let mut window = surface.window();
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let mut processor = vkprocessor::VkProcessor::new(&instance, &surface);
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// processor.compile_kernel(String::from("simple-edge.compute"));
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// processor.load_compute_image(String::from("background.jpg"));
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// processor.load_textures(String::from("funky-bird.jpg"));
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processor.create_swapchain(&surface);
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let mut timer = Timer::new();
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@@ -232,11 +101,6 @@ fn main() {
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while let Some(p) = window.get_position() {
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elapsed_time = timer.elap_time();
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