adding a second image buffer for GPU only access. Immutable buffer is write once for textures only. No sampler for regular image buffer though??
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@@ -31,6 +31,7 @@ use std::alloc::Layout;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano::pipeline::viewport::Viewport;
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use image::ImageFormat;
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use image::ImageFormat;
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use vulkano::image::immutable::ImmutableImage;
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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;
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use vulkano::image::Dimensions;
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use vulkano::format::Format;
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use vulkano::format::Format;
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use vulkano::sampler::{Sampler, Filter, MipmapMode, SamplerAddressMode};
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use vulkano::sampler::{Sampler, Filter, MipmapMode, SamplerAddressMode};
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@@ -114,6 +115,7 @@ pub struct VkProcessor<'a> {
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pub render_pass: Option<Arc<RenderPassAbstract + Send + Sync>>,
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pub render_pass: Option<Arc<RenderPassAbstract + Send + Sync>>,
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pub vertex_buffer: Option<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync + 'static)>>,
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pub vertex_buffer: Option<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync + 'static)>>,
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pub dynamic_state: DynamicState,
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pub dynamic_state: DynamicState,
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pub graphics_iamge_swap_buffer: Option<i32>,
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}
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}
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@@ -157,6 +159,7 @@ impl<'a> VkProcessor<'a> {
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render_pass: Option::None,
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render_pass: Option::None,
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vertex_buffer: Option::None,
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vertex_buffer: Option::None,
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dynamic_state: DynamicState { line_width: None, viewports: None, scissors: None },
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dynamic_state: DynamicState { line_width: None, viewports: None, scissors: None },
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graphics_iamge_swap_buffer: None,
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}
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}
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}
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}
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@@ -338,13 +341,24 @@ impl<'a> VkProcessor<'a> {
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).unwrap()
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).unwrap()
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};
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};
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let image = {
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let image = image::load_from_memory_with_format(include_bytes!("../resources/images/funky-bird.jpg"),
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ImageFormat::JPEG).unwrap().to_rgba();
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let dimensions = image.dimensions();
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let image_data = image.into_raw().clone();
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AttachmentImage::new(self.device.clone(),
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[dimensions.0, dimensions.1],
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Format::R8G8B8A8Srgb)
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};
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let sampler = Sampler::new(self.device.clone(), Filter::Linear, Filter::Linear,
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let sampler = Sampler::new(self.device.clone(), Filter::Linear, Filter::Linear,
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MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
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MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
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SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap();
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SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap();
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// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
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// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
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// program, but much more specific.
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// program, but much more specific.
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let pipeline = GraphicsPipeline::start()
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let pipeline = GraphicsPipeline::start()
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// We need to indicate the layout of the vertices.
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// We need to indicate the layout of the vertices.
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// The type `SingleBufferDefinition` actually contains a template parameter corresponding
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// The type `SingleBufferDefinition` actually contains a template parameter corresponding
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@@ -380,10 +394,12 @@ impl<'a> VkProcessor<'a> {
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self.graphics_pipeline = Some(Arc::new(pipeline));
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self.graphics_pipeline = Some(Arc::new(pipeline));
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self.img_set = Some(Arc::new(PersistentDescriptorSet::start(self.graphics_pipeline.clone().unwrap().clone(), 0)
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self.img_set = Some(Arc::new(PersistentDescriptorSet::start(self.graphics_pipeline.clone().unwrap().clone(), 0)
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.add_sampled_image(texture.clone(), sampler.clone()).unwrap()
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.add_sampled_image(texture.clone(), sampler.clone()).unwrap()
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.build().unwrap()));
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.add_image(image.unwrap().clone()).unwrap()
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.build().unwrap()));
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self.graphics_image_buffer = Some(texture.clone());
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self.graphics_image_buffer = Some(texture.clone());
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self.graphics_iamge_swap_buffer = Some(image.clone().unwrap());
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}
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}
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@@ -468,7 +484,7 @@ impl<'a> VkProcessor<'a> {
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self.compute_pipeline.clone().unwrap().clone(),
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self.compute_pipeline.clone().unwrap().clone(),
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self.compute_set.clone().unwrap().clone(), ()).unwrap()
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self.compute_set.clone().unwrap().clone(), ()).unwrap()
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// .copy_buffer_to_image(self.img_buffers.get(0).unwrap().clone(), self.graphics_image_buffer.clone().unwrap()).unwrap()
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//.copy_buffer_to_image(self.img_buffers.get(0).unwrap().clone(), self.graphics_image_buffer.clone().unwrap()).unwrap()
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.begin_render_pass(framebuffers[image_num].clone(), false, clear_values)
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.begin_render_pass(framebuffers[image_num].clone(), false, clear_values)
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.unwrap()
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.unwrap()
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