finished updating dependencies
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@@ -256,7 +256,6 @@ impl CanvasState {
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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, V>(&mut self,
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filename: String,
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physical: PhysicalDevice,
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capabilities: Capabilities) -> Option<Arc<CompiledShaderHandle>>
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where T: CompiledShader, V: Vertex {
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let handle = Arc::new(CompiledShaderHandle {
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155
src/main.rs
155
src/main.rs
@@ -4,38 +4,37 @@
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extern crate cgmath;
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extern crate hprof;
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extern crate image;
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extern crate nalgebra as na;
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extern crate rand;
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extern crate time;
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extern crate hprof;
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use vulkano::sync;
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use crate::util::timer::Timer;
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use vulkano::instance::Instance;
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use vulkano::sync::GpuFuture;
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use vulkano_win::VkSurfaceBuild;
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use crate::util::load_raw;
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use std::sync::Arc;
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use vulkano::instance::debug::DebugCallback;
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use crate::compute::compu_frame::CompuFrame;
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use crate::canvas::canvas_frame::{CanvasFrame, Drawable};
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use std::sync::Arc;
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use crate::canvas::managed::handles::{CanvasTextureHandle, Handle, CanvasFontHandle};
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use crate::util::vertex::{VertexTypes, TextureVertex3D};
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use crate::compute::managed::handles::{CompuBufferHandle, CompuKernelHandle};
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use crate::drawables::sprite::Sprite;
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use crate::drawables::rect::Rect;
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use crate::drawables::compu_sprite::CompuSprite;
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use crate::drawables::text::Text;
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use winit::window::{WindowBuilder};
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use vulkano::instance::Instance;
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use vulkano::sync;
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use vulkano::sync::GpuFuture;
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use vulkano_win::VkSurfaceBuild;
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use winit::dpi::LogicalSize;
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use winit::event_loop::EventLoop;
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use winit::event::{Event, WindowEvent, DeviceEvent, VirtualKeyCode, ElementState};
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use winit::event::{DeviceEvent, ElementState, Event, VirtualKeyCode, WindowEvent};
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use winit::event_loop::{EventLoop, ControlFlow};
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use winit::platform::unix::WindowBuilderExtUnix;
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use crate::vkprocessor::VkProcessor;
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use winit::window::WindowBuilder;
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use crate::canvas::canvas_frame::{CanvasFrame, Drawable};
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use crate::canvas::managed::handles::{CanvasFontHandle, CanvasTextureHandle, Handle};
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use crate::compute::compu_frame::CompuFrame;
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use crate::compute::managed::handles::{CompuBufferHandle, CompuKernelHandle};
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use crate::drawables::compu_sprite::CompuSprite;
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use crate::drawables::rect::Rect;
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use crate::drawables::sprite::Sprite;
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use crate::drawables::text::Text;
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use crate::util::load_raw;
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use crate::util::timer::Timer;
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use crate::util::vertex::{TextureVertex3D, VertexTypes};
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use crate::vkprocessor::VkProcessor;
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pub mod util;
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pub mod vkprocessor;
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@@ -60,15 +59,14 @@ pub fn main() {
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let mut events_loop = EventLoop::new();
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let mut surface = WindowBuilder::new()
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.with_inner_size(LogicalSize::new(800, 800));
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// Some weird namespacing issue here
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let mut surface = VkSurfaceBuild::build_vk_surface(surface.clone(), &events_loop, instance.clone()).unwrap();
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.with_inner_size(LogicalSize::new(800, 800))
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.build_vk_surface(&events_loop, instance.clone()).unwrap();
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let mut processor = VkProcessor::new(&instance, surface.clone());
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let mut processor = VkProcessor::new(instance.clone(), surface.clone());
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{
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let g = hprof::enter("vulkan preload");
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processor.create_swapchain(surface.clone());
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processor.create_swapchain(instance.clone(), surface.clone());
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processor.preload_kernels();
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processor.preload_shaders();
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@@ -129,77 +127,72 @@ pub fn main() {
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let mut count = 0;
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while let true = processor.is_open() {
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// while let true = processor.is_open() {
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//
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// // Take care of our timing
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// {
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// elapsed_time = timer.elap_time();
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// delta_time = elapsed_time - current_time;
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// current_time = elapsed_time;
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// if delta_time > 0.02 {
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// delta_time = 0.02;
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// }
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// accumulator_time += delta_time;
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// }
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//
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// while (accumulator_time - step_size) >= step_size {
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// accumulator_time -= step_size;
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// }
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// Take care of our timing
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{
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elapsed_time = timer.elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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// Events loop is borrowed from the surface
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events_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
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{
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*control_flow = ControlFlow::Exit
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}
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
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processor.swapchain_recreate_needed = true;
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}
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accumulator_time += delta_time;
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}
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Event::MainEventsCleared => {
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let mut canvas_frame = CanvasFrame::default();
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canvas_frame.draw(&funky_sprite);
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canvas_frame.draw(&text_sprite);
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// canvas_frame.draw(&rect);
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while (accumulator_time - step_size) >= step_size {
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accumulator_time -= step_size;
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}
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let mut compu_frame = CompuFrame::new();
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//compu_frame.add(compute_buffer.clone(), compute_kernel.clone());
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compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1);
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// Events loop is borrowed from the surface
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events_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
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{
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exit = true;
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}
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
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processor.swapchain_recreate_needed = true;
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{
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let g = hprof::enter("Run");
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processor.run(&surface.clone(),
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canvas_frame,
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compu_frame);
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}
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Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
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match keyboard_input.virtual_keycode.unwrap() {
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VirtualKeyCode::A => {
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if keyboard_input.state == ElementState::Pressed {
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// processor.save_edges_image();
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}
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}
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Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
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match keyboard_input.virtual_keycode.unwrap() {
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VirtualKeyCode::A => {
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if keyboard_input.state == ElementState::Pressed {
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// processor.save_edges_image();
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}
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_ => ()
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}
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_ => ()
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}
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}
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// Event::DeviceEvent { event: DeviceEvent::Button(mouse_input), .. } => {
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// mouse_xy.x
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// },
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_ => ()
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}
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});
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if exit {
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break;
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_ => ()
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}
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let mut canvas_frame = CanvasFrame::default();
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canvas_frame.draw(&funky_sprite);
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canvas_frame.draw(&text_sprite);
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// canvas_frame.draw(&rect);
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let mut compu_frame = CompuFrame::new();
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//compu_frame.add(compute_buffer.clone(), compute_kernel.clone());
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compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1);
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{
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let g = hprof::enter("Run");
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processor.run(&surface.clone(),
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canvas_frame,
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compu_frame);
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}
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}
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});
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drop(l);
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hprof::end_frame();
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hprof::profiler().print_timing();
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}
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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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