refactoring out shaders
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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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