refactoring out shaders
This commit is contained in:
@@ -13,9 +13,9 @@ rand = "0.6.5"
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#vulkano = "0.13.0"
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vulkano = {path = "../vulkano/vulkano"}
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#vulkano-shaders = "0.14.0"
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vulkano-shaders = {path = "../vulkano-shaders"}
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vulkano-shaders = {path = "../vulkano/vulkano-shaders"}
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#vulkano-win = "0.14.0"
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vulkano-win= {path = "../vulkano-win"}
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vulkano-win= {path = "../vulkano/vulkano-win"}
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time = "0.1.38"
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shaderc = "0.6.1"
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#shade_runner = {version = "0.1.1", git = "https://github.com/MitchellHansen/shade_runner"}
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@@ -6,7 +6,7 @@ use vulkano::sampler::Sampler;
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use vulkano::descriptor::DescriptorSet;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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use vulkano::buffer::CpuAccessibleBuffer;
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use crate::canvas::canvas_text::{CanvasTextCacheHandle, CanvasTextHandle};
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use crate::canvas::canvas_text::{CanvasTextCacheHandle, CanvasFontHandle};
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use vulkano::pipeline::GraphicsPipelineAbstract;
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#[derive(Clone)]
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@@ -75,7 +75,7 @@ impl CanvasTextCache {
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#[derive(Clone)]
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pub struct CanvasText {
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pub(crate) handle: Arc<CanvasTextHandle>,
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pub(crate) handle: Arc<CanvasFontHandle>,
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pub(crate) buffer: Arc<ImmutableImage<R8Unorm>>,
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pub(crate) size: (u32, u32),
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}
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@@ -20,7 +20,7 @@ use vulkano::pipeline::viewport::Viewport;
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use vulkano::descriptor::descriptor::DescriptorDescTy::TexelBuffer;
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use crate::canvas::canvas_frame::CanvasFrame;
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use std::hash::Hash;
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use crate::canvas::canvas_text::{CanvasText, CanvasTextHandle};
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use crate::canvas::canvas_text::{CanvasText, CanvasFontHandle};
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use crate::canvas::canvas_buffer::{CanvasImage, CanvasTexture, CanvasTextCache};
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use crate::util::vertex_3d::Vertex3D;
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@@ -28,6 +28,7 @@ use vulkano::pipeline::depth_stencil::{StencilFaceFlags, DynamicStencilValue};
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use crate::canvas::shader::common::{CompiledGraphicsPipeline, CompiledGraphicsPipelineHandle};
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use crate::canvas::shader::generic_shader::GenericShader;
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use vulkano::memory::pool::PotentialDedicatedAllocation::Generic;
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use rusttype::Glyph;
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/// A drawable object can be passed into a CanvasFrame to be rendered
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/// Very generic implementation. (N % 2 == 0) vertices, ditto for texture coords, and rgba color
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@@ -92,6 +93,11 @@ pub struct CanvasState {
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image_drawables: HashMap<Arc<CanvasImageHandle>, Vec<Vec<Vertex3D>>>,
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image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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// So what exactly is this going to hold?
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// Its going to be untextured. Colored. Lists of vertices.
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text_drawables: HashMap<Arc<CanvasFontHandle>, Vec<(Vertex3D)>>,
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text_vertex_buffer: HashMap<Arc<CanvasFontHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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// Looks like we gotta hold onto the queue for managing textures
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queue: Arc<Queue>,
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device: Arc<Device>,
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@@ -170,6 +176,8 @@ impl CanvasState {
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CanvasState {
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// TODO: Might need to move this
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dynamic_state: DynamicState {
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line_width: None,
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viewports: None,
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@@ -195,14 +203,16 @@ impl CanvasState {
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image_buffers: vec![],
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texture_buffers: vec![],
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shader_buffers: vec![],
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text_buffers: vec![],
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colored_drawables: vec![],
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colored_vertex_buffer: vec![],
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textured_drawables: HashMap::default(),
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textured_vertex_buffer: Default::default(),
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image_drawables: Default::default(),
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image_vertex_buffer: Default::default(),
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text_drawables: HashMap::default(),
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text_vertex_buffer: Default::default(),
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queue: queue.clone(),
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device: device.clone(),
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@@ -211,8 +221,8 @@ impl CanvasState {
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}
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/// Using the dimensions and suggested usage, load a CanvasImage and return it's handle
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pub fn create_text_buffers(&mut self, dimensions: (u32, u32)) -> Arc<CanvasTextHandle> {
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let handle = Arc::new(CanvasTextHandle { handle: self.text_buffers.len() as u32 });
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pub fn create_text_buffers(&mut self, dimensions: (u32, u32)) -> Arc<CanvasFontHandle> {
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let handle = Arc::new(CanvasFontHandle { handle: self.text_buffers.len() as u32 });
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//
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// let text = CanvasText {
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// handle: handle.clone(),
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@@ -338,20 +348,19 @@ impl CanvasState {
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/// Load and Compile a shader with the filename at resources/shaders
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/// Takes physical and capabilities as we don't store that in Canvas
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pub fn load_shader<T: 'static>(&mut self,
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filename: String,
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physical: PhysicalDevice,
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capabilities: Capabilities) -> Option<Arc<CompiledGraphicsPipelineHandle>>
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filename: String,
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physical: PhysicalDevice,
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capabilities: Capabilities) -> Option<Arc<CompiledGraphicsPipelineHandle>>
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where T: CompiledGraphicsPipeline {
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let handle = Arc::new(CompiledGraphicsPipelineHandle {
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handle: self.shader_buffers.len() as u32
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});
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let shader : Box<dyn CompiledGraphicsPipeline> = Box::new(T::new(
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let shader: Box<dyn CompiledGraphicsPipeline> = Box::new(T::new(
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filename.clone(),
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self.device.clone(),
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handle.clone(),
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self.render_pass.clone()
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self.render_pass.clone(),
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));
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self.shader_buffers.push(Arc::new(shader));
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@@ -482,12 +491,14 @@ impl CanvasState {
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ClearValue::DepthStencil((1.0, 0x00)),
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);
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// self.dynamic_state = DynamicState {
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// line_width: None,
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// viewports: self.dynamic_state.viewports.clone(),
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// scissors: None,
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// compare_mask: Some(StencilMask{ face: StencilFaceFlags::StencilFaceFrontBit, mask: 0xFF }),
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// };
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self.dynamic_state = DynamicState {
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line_width: None,
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viewports: self.dynamic_state.viewports.clone(),
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scissors: None,
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compare_mask: None,
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write_mask: None,
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reference: None,
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};
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let mut command_buffer = command_buffer.begin_render_pass(
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framebuffers[image_num].clone(), false, clear_values.clone(),
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@@ -553,6 +564,27 @@ impl CanvasState {
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}
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}
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// Text
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let mut shader = self.text_buffers.get(
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self.get_shader_handle(String::from("simple_text"))
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.unwrap().clone().handle as usize
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).unwrap();
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if !self.text_vertex_buffer.is_empty() {
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for (text_handle, vertex_buffer) in self.text_vertex_buffer.clone() {
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let handle = texture_handle.clone().handle as usize;
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let descriptor_set = self.text_buffers.get(handle).clone().unwrap().clone()
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.get_descriptor_set(shader.get_pipeline(), self.sampler.clone());
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command_buffer = command_buffer.draw(
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shader.get_pipeline().clone(),
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// Multiple vertex buffers must have their definition in the pipeline!
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&self.dynamic_state.clone(), vec![vertex_buffer],
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vec![descriptor_set], (),
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).unwrap();
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}
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}
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command_buffer
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.end_render_pass()
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.unwrap()
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@@ -9,39 +9,50 @@ use vulkano::image::{ImmutableImage, ImageUsage, ImageLayout, Dimensions};
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use vulkano::format::ClearValue;
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use vulkano::format::Format::R8Unorm;
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const CACHE_WIDTH: usize = 1000;
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const CACHE_HEIGHT: usize = 1000;
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/*
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So I think this thing is going to build text vertex buffers to send to the GPU.
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I assume I will just lay them out in ASCII for now along with a list of
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transformation matrices
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Glpyh:
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index: 0-255,
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scale: 0.0 - 99.99
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transform: (0.0, 0.0) - (1.0, 1.0)
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I'm not sure if I want to send a new transformation matrix for each frame. But I suppose
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that can come when I look at caching the sprites
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*/
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pub struct Glyph {
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}
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/// Typed wrapper for a u32 shader handle (index id)
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CanvasTextHandle {
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pub struct CanvasFontHandle {
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pub handle: u32
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}
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CanvasTextCacheHandle {
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pub handle: u32
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}
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/// So currently, I'm using these as container classes which vkprocessor owns
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/// I then use a CanvasFrame which accumulates lists of handles and vertices.
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pub struct CanvasText {
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device: Arc<Device>,
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queue: Arc<Queue>,
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font: Font<'static>,
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cache: Cache<'static>,
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cache_pixel_buffer: Vec<u8>,
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texts: Vec<u8>,
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}
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impl CanvasText {
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/// Load the font
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pub fn new(device: Arc<Device>, queue: Arc<Queue>) -> CanvasText {
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let cache = Cache::builder().dimensions(CACHE_WIDTH as u32, CACHE_HEIGHT as u32).build();
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let cache_pixel_buffer = vec!(0; CACHE_WIDTH * CACHE_HEIGHT);
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let font_data = include_bytes!("../../resources/fonts/sansation.ttf");
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let font = Font::from_bytes(font_data as &[u8]).unwrap();
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@@ -49,13 +60,19 @@ impl CanvasText {
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device: device.clone(),
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queue: queue.clone(),
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font: font,
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cache: cache,
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cache_pixel_buffer: vec![],
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texts: vec![]
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}
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}
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/// Generate a vertex buffer from the font
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/*
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So... These fonts are going to have unequal amounts of vertices.
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*/
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pub fn get_vertex_buffer(&self) {
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unimplemented!()
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}
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/// postpone this until caching
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pub fn queue_text(&mut self,
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x: f32, y: f32,
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size: f32, color: [f32; 4],
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@@ -74,7 +91,7 @@ impl CanvasText {
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command_buffer: AutoCommandBufferBuilder,
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image_num: usize
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) -> AutoCommandBufferBuilder {
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//
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// let screen_width = 0;
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// let screen_height = 0;
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//
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@@ -96,7 +96,7 @@ impl CompiledGraphicsPipeline for GenericShader {
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third_constant: 0.0,
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})
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.depth_stencil(DepthStencil::default())
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.depth_stencil_simple_depth()
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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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@@ -1,6 +1,5 @@
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use crate::canvas::shader::common::CompiledGraphicsPipeline;
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pub mod canvas_shader;
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pub mod common;
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pub mod generic_shader;
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pub mod text_shader;
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@@ -164,10 +164,6 @@ pub fn main() {
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let mut canvas = CanvasFrame::new();
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canvas.draw(&funky_sprite);
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// canvas.draw(&sfml_sprite);
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// canvas.draw(&compu_sprite1);
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canvas.draw(&test_polygon);
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{
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@@ -39,7 +39,7 @@ pub struct VkProcessor<'a> {
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compute_state: CompuState,
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capabilities: Capabilities,
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canvas: CanvasState,
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canvas_state: CanvasState,
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}
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@@ -79,7 +79,7 @@ impl<'a> VkProcessor<'a> {
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swapchain_recreate_needed: false,
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compute_state: CompuState::new(),
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capabilities: capabilities.clone(),
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canvas: CanvasState::new(queue, device, physical, capabilities),
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canvas_state: CanvasState::new(queue, device, physical, capabilities),
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}
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}
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@@ -142,11 +142,11 @@ impl<'a> VkProcessor<'a> {
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/// A hardcoded list of textures which can be preloaded from this function
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pub fn preload_textures(&mut self) {
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self.canvas.load_texture(String::from("funky-bird.jpg"));
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self.canvas.load_texture(String::from("button.png"));
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self.canvas.load_texture(String::from("background.jpg"));
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self.canvas.load_texture(String::from("test2.png"));
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self.canvas.load_texture(String::from("sfml.png"));
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self.canvas_state.load_texture(String::from("funky-bird.jpg"));
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self.canvas_state.load_texture(String::from("button.png"));
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self.canvas_state.load_texture(String::from("background.jpg"));
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self.canvas_state.load_texture(String::from("test2.png"));
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self.canvas_state.load_texture(String::from("sfml.png"));
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}
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/// A hardcoded list of kernels which can be preloaded from this function
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@@ -157,15 +157,15 @@ impl<'a> VkProcessor<'a> {
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/// A hardcoded list of shaders which can be proloaded from this function
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pub fn preload_shaders(&mut self) {
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self.canvas.load_shader::<GenericShader>(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
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self.canvas.load_shader::<GenericShader>(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
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self.canvas.load_shader::<GenericShader>(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
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self.canvas.load_shader::<TextShader>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
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self.canvas_state.load_shader::<GenericShader>(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
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self.canvas_state.load_shader::<GenericShader>(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
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self.canvas_state.load_shader::<GenericShader>(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
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self.canvas_state.load_shader::<TextShader>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
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}
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/// O(n) Lookup for the matching texture string
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pub fn get_texture_handle(&self, texture_name: String) -> Option<Arc<CanvasTextureHandle>> {
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self.canvas.get_texture_handle(texture_name)
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self.canvas_state.get_texture_handle(texture_name)
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}
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/// O(n) Lookup for the matching kernel string
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@@ -175,7 +175,7 @@ impl<'a> VkProcessor<'a> {
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/// O(n) Lookup for the matching shader string
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pub fn get_shader_handle(&self, shader_name: String) -> Option<Arc<CompiledGraphicsPipelineHandle>> {
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self.canvas.get_shader_handle(shader_name)
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self.canvas_state.get_shader_handle(shader_name)
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}
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/// Create a new image which has the transfer usage
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@@ -184,7 +184,7 @@ impl<'a> VkProcessor<'a> {
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usage.transfer_destination = true;
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usage.storage = true;
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self.canvas.create_image(dimensions, usage)
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self.canvas_state.create_image(dimensions, usage)
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}
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/// Builds a compute buffer and returns it's handle
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@@ -215,14 +215,14 @@ impl<'a> VkProcessor<'a> {
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let g = hprof::enter("Frame buffer, future, swapchain recreate");
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let mut framebuffers =
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self.canvas.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
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self.canvas_state.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
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// Whenever the window resizes we need to recreate everything dependent on the window size.
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// In this example that includes the swapchain, the framebuffers and the dynamic state viewport.
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if self.swapchain_recreate_needed {
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self.recreate_swapchain(surface);
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framebuffers =
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self.canvas.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
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self.canvas_state.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
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self.swapchain_recreate_needed = false;
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}
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@@ -247,7 +247,7 @@ impl<'a> VkProcessor<'a> {
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let g = hprof::enter("Canvas creates GPU buffers");
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// take the canvas frame and create the vertex buffers
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// TODO: This performs gpu buffer creation. Shouldn't be in hotpath??
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self.canvas.draw(canvas_frame);
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self.canvas_state.draw(canvas_frame);
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}
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let mut command_buffer =
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@@ -255,13 +255,13 @@ impl<'a> VkProcessor<'a> {
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let g = hprof::enter("Push compute commands to command buffer");
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// Add the compute commands
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let mut command_buffer = self.compute_state.compute_commands(compute_frame, command_buffer, &self.canvas);
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let mut command_buffer = self.compute_state.compute_commands(compute_frame, command_buffer, &self.canvas_state);
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drop(g);
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let g = hprof::enter("Push draw commands to command buffer");
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// Add the draw commands
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let mut command_buffer = self.canvas.draw_commands(command_buffer, framebuffers, image_num);
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let mut command_buffer = self.canvas_state.draw_commands(command_buffer, framebuffers, image_num);
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// And build
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let command_buffer = command_buffer.build().unwrap();
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