finished updating dependencies
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@@ -30,9 +30,9 @@ use winit::event_loop::EventLoop;
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/// VKProcessor holds the vulkan instance information, the swapchain,
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/// and the compute and canvas states
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pub struct VkProcessor<'a> {
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pub struct VkProcessor {
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// Vulkan state fields
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pub physical: PhysicalDevice<'a>,
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//pub physical: PhysicalDevice<'a>,
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pub device: Arc<Device>,
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pub queues: QueuesIter,
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pub queue: Arc<Queue>,
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@@ -52,12 +52,12 @@ pub struct VkProcessor<'a> {
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}
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impl<'a> VkProcessor<'a> {
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impl VkProcessor {
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/// Creates a new VkProcessor from an instance and surface
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/// This includes the physical device, queues, compute and canvas state
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pub fn new(instance: &'a Arc<Instance>, surface: Arc<Surface<Window>>) -> VkProcessor<'a> {
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pub fn new(instance: Arc<Instance>, surface: Arc<Surface<Window>>) -> VkProcessor {
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let physical = PhysicalDevice::enumerate(instance).next().unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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let queue_family = physical.queue_families().find(|&q| {
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// We take the first queue that supports drawing to our window.
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@@ -78,7 +78,7 @@ impl<'a> VkProcessor<'a> {
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VkProcessor {
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physical: physical.clone(),
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//physical: physical.clone(),
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device: device.clone(),
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queue: queue.clone(),
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queues: queues,
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@@ -98,13 +98,15 @@ impl<'a> VkProcessor<'a> {
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}
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/// Using the surface, we calculate the surface capabilities and create the swapchain and swapchain images
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pub fn create_swapchain(&mut self, surface: Arc<Surface<Window>>) {
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pub fn create_swapchain(&mut self, instance: Arc<Instance>, surface: Arc<Surface<Window>>) {
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let (mut swapchain, images) = {
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let capabilities = surface.capabilities(self.physical).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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let capabilities = surface.capabilities(physical).unwrap();
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let usage = capabilities.supported_usage_flags;
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let alpha = capabilities.supported_composite_alpha.iter().next().unwrap();
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// Choosing the internal format that the images will have.
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let format = capabilities.supported_formats[0].0;
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let colorspace = capabilities.supported_formats[0].1;
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// Set the swapchains window dimensions
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let initial_dimensions = if let dimensions = surface.window().inner_size() {
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@@ -122,13 +124,13 @@ impl<'a> VkProcessor<'a> {
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format,
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initial_dimensions,
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1, // Layers
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usage,
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ImageUsage::color_attachment(),
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&self.queue,
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SurfaceTransform::Identity,
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alpha,
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PresentMode::Immediate,
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FullscreenExclusive::Default, true,
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ColorSpace::PassThrough).unwrap()
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colorspace).unwrap()
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};
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self.swapchain = Some(swapchain);
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@@ -136,7 +138,7 @@ impl<'a> VkProcessor<'a> {
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}
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/// On screen resizes, the swapchain and images must be recreated
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pub fn recreate_swapchain(&mut self, surface: &'a Arc<Surface<Window>>) {
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pub fn recreate_swapchain(&mut self, surface: &Arc<Surface<Window>>) {
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let dimensions = if let dimensions = surface.window().inner_size() {
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let dimensions: (u32, u32) = dimensions.to_logical::<u32>(surface.window().scale_factor()).into();
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[dimensions.0, dimensions.1]
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@@ -174,10 +176,10 @@ impl<'a> VkProcessor<'a> {
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/// A hardcoded list of shaders which can be preloaded from this function
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pub fn preload_shaders(&mut self) {
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self.canvas_state.load_shader::<GenericShader, ColorVertex3D>(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
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self.canvas_state.load_shader::<GenericShader, TextureVertex3D>(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
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self.canvas_state.load_shader::<GenericShader, ImageVertex3D>(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
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self.canvas_state.load_shader::<TextShader, ColorVertex3D>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
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self.canvas_state.load_shader::<GenericShader, ColorVertex3D>(String::from("color-passthrough"), self.capabilities.clone());
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self.canvas_state.load_shader::<GenericShader, TextureVertex3D>(String::from("simple_texture"), self.capabilities.clone());
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self.canvas_state.load_shader::<GenericShader, ImageVertex3D>(String::from("simple_image"), self.capabilities.clone());
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self.canvas_state.load_shader::<TextShader, ColorVertex3D>(String::from("simple_text"), self.capabilities.clone());
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}
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/// A hardcoded list of shaders which can be proloaded from this function
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@@ -230,7 +232,7 @@ impl<'a> VkProcessor<'a> {
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/// Run the VKprocessor for a single frame, consuming the Canvas/Compu Frames
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pub fn run(&mut self,
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surface: &'a Arc<Surface<Window>>,
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surface: &Arc<Surface<Window>>,
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canvas_frame: CanvasFrame,
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compute_frame: CompuFrame,
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) {
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