had a bit of a time finding the problem with the specialization constants being unimplemented. Adding an impl lets rust elicit the pipeline type so I can store it, thank god
This commit is contained in:
29
src/main.rs
29
src/main.rs
@@ -43,6 +43,8 @@ use vulkano::sync::GpuFuture;
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use shaderc::CompileOptions;
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use shaderc::CompileOptions;
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use shade_runner::CompileError;
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use shade_runner::CompileError;
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use crate::workpiece::{WorkpieceLoader, Workpiece};
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use crate::workpiece::{WorkpieceLoader, Workpiece};
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use winit::{EventsLoop, WindowBuilder};
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use vulkano_win::VkSurfaceBuild;
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mod slider;
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mod slider;
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mod timer;
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mod timer;
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@@ -82,16 +84,37 @@ Let's take a look at how easy it would be to replace SFML...
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fn main() {
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fn main() {
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let font = Font::from_file("resources/fonts/sansation.ttf").unwrap();
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let instance = {
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let extensions = vulkano_win::required_extensions();
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Instance::new(None, &extensions, None).unwrap()
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};
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let mut events_loop = EventsLoop::new();
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let mut surface = WindowBuilder::new()
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.build_vk_surface(&events_loop, instance.clone()).unwrap();
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let mut window = surface.window();
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let mut processor = vkprocessor::VkProcessor::new(&instance, &surface);
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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let mut processor = vkprocessor::VkProcessor::new(&instance);
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processor.compile_kernel(String::from("simple-edge.compute"));
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processor.compile_kernel(String::from("simple-edge.compute"));
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processor.load_buffers(String::from("funky-bird.jpg"));
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processor.load_buffers(String::from("funky-bird.jpg"));
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processor.run_kernel();
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processor.run_kernel();
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processor.read_image();
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processor.read_image();
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processor.save_image();
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processor.save_image();
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let font = Font::from_file("resources/fonts/sansation.ttf").unwrap();
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let mut window = RenderWindow::new(
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let mut window = RenderWindow::new(
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(900, 900),
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(900, 900),
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"Custom drawable",
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"Custom drawable",
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@@ -3,7 +3,7 @@ use vulkano::command_buffer::AutoCommandBufferBuilder;
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc};
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc};
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use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
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use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
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use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice, QueueFamily};
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use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice, QueueFamily};
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use vulkano::pipeline::{ComputePipeline, GraphicsPipeline};
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use vulkano::pipeline::{ComputePipeline, GraphicsPipeline, GraphicsPipelineAbstract};
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use vulkano::sync::GpuFuture;
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use vulkano::sync::GpuFuture;
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use vulkano::sync;
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use vulkano::sync;
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use std::time::SystemTime;
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use std::time::SystemTime;
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@@ -15,17 +15,56 @@ use image::{DynamicImage, ImageBuffer};
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use image::GenericImageView;
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use image::GenericImageView;
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use image::GenericImage;
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use image::GenericImage;
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use shade_runner::{ComputeLayout, CompileError, FragLayout};
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use shade_runner::{ComputeLayout, CompileError, FragLayout, FragInput, FragOutput, VertInput, VertOutput, VertLayout};
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSetBuf;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSetBuf;
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use shaderc::CompileOptions;
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use shaderc::CompileOptions;
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use vulkano::framebuffer::Subpass;
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use vulkano::framebuffer::{Subpass, RenderPass};
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use vulkano::pipeline::shader::GraphicsShaderType;
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
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use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface};
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use vulkano::image::swapchain::SwapchainImage;
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use winit::{EventsLoop, WindowBuilder, Window};
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use vulkano_win::VkSurfaceBuild;
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use vulkano::pipeline::vertex::{SingleBufferDefinition, Vertex};
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use vulkano::descriptor::PipelineLayoutAbstract;
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use std::alloc::Layout;
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#[repr(C)]
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struct MySpecConstants {
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my_integer_constant: i32,
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a_boolean: u32,
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floating_point: f32,
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}
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unsafe impl SpecializationConstants for MySpecConstants {
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fn descriptors() -> &'static [SpecializationMapEntry] {
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static DESCRIPTORS: [SpecializationMapEntry; 3] = [
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SpecializationMapEntry {
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constant_id: 0,
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offset: 0,
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size: 4,
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},
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SpecializationMapEntry {
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constant_id: 1,
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offset: 4,
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size: 4,
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},
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SpecializationMapEntry {
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constant_id: 2,
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offset: 8,
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size: 4,
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},
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];
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&DESCRIPTORS
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}
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}
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pub struct VkProcessor<'a> {
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pub struct VkProcessor<'a> {
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pub instance: Arc<Instance>,
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pub instance: Arc<Instance>,
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pub physical: PhysicalDevice<'a>,
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pub physical: PhysicalDevice<'a>,
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pub pipeline: Option<Arc<ComputePipeline<PipelineLayout<shade_runner::layouts::ComputeLayout>>>>,
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pub pipeline: Option<Arc<GraphicsPipelineAbstract + Sync + Send>>,
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pub compute_pipeline: (),
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pub compute_pipeline: Option<std::sync::Arc<ComputePipeline<PipelineLayout<shade_runner::layouts::ComputeLayout>>>>,
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pub device: Arc<Device>,
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pub device: Arc<Device>,
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pub queues: QueuesIter,
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pub queues: QueuesIter,
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pub queue: Arc<Queue>,
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pub queue: Arc<Queue>,
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@@ -33,19 +72,33 @@ pub struct VkProcessor<'a> {
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pub image_buffer: Vec<u8>,
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pub image_buffer: Vec<u8>,
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pub img_buffers: Vec<Arc<CpuAccessibleBuffer<[u8]>>>,
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pub img_buffers: Vec<Arc<CpuAccessibleBuffer<[u8]>>>,
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pub settings_buffer: Option<Arc<CpuAccessibleBuffer<[u32]>>>,
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pub settings_buffer: Option<Arc<CpuAccessibleBuffer<[u32]>>>,
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pub swapchain: Option<Arc<Swapchain<Window>>>,
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pub images: Option<Vec<Arc<SwapchainImage<Window>>>>,
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pub xy: (u32, u32),
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pub xy: (u32, u32),
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}
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}
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impl<'a> VkProcessor<'a> {
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impl<'a> VkProcessor<'a> {
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pub fn new(instance : &'a Arc<Instance>) -> VkProcessor<'a> {
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pub fn new(instance : &'a Arc<Instance>, surface : &'a Arc<Surface<Window>>) -> VkProcessor<'a> {
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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| q.supports_compute()).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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q.supports_graphics() &&
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surface.is_supported(q).unwrap_or(false) &&
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q.supports_compute()
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}).unwrap();
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let device_ext = DeviceExtensions { khr_swapchain: true, ..DeviceExtensions::none() };
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let (device, mut queues) = Device::new(physical,
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let (device, mut queues) = Device::new(physical,
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physical.supported_features(),
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physical.supported_features(),
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&DeviceExtensions::none(),
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&device_ext,
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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VkProcessor {
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VkProcessor {
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instance: instance.clone(),
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instance: instance.clone(),
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physical: physical.clone(),
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physical: physical.clone(),
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@@ -58,6 +111,8 @@ impl<'a> VkProcessor<'a> {
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image_buffer: Vec::new(),
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image_buffer: Vec::new(),
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img_buffers: Vec::new(),
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img_buffers: Vec::new(),
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settings_buffer: Option::None,
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settings_buffer: Option::None,
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swapchain: Option::None,
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images: Option::None,
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xy: (0,0),
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xy: (0,0),
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}
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}
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@@ -104,7 +159,52 @@ impl<'a> VkProcessor<'a> {
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self.compute_pipeline = Some(compute_pipeline);
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self.compute_pipeline = Some(compute_pipeline);
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}
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}
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pub fn compile_shaders(&mut self, filename: String) {
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pub fn compile_shaders(&mut self, filename: String, surface : &'a Arc<Surface<Window>>) {
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// Before we can draw on the surface, we have to create what is called a swapchain. Creating
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// a swapchain allocates the color buffers that will contain the image that will ultimately
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// be visible on the screen. These images are returned alongside with the swapchain.
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let (mut swapchain, images) = {
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// Querying the capabilities of the surface. When we create the swapchain we can only
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// pass values that are allowed by the capabilities.
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let capabilities = surface.capabilities(self.physical).unwrap();
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let usage = capabilities.supported_usage_flags;
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// The alpha mode indicates how the alpha value of the final image will behave. For example
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// you can choose whether the window will be opaque or transparent.
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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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// The dimensions of the window, only used to initially setup the swapchain.
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// NOTE:
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// On some drivers the swapchain dimensions are specified by `caps.current_extent` and the
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// swapchain size must use these dimensions.
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// These dimensions are always the same as the window dimensions
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//
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// However other drivers dont specify a value i.e. `caps.current_extent` is `None`
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// These drivers will allow anything but the only sensible value is the window dimensions.
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//
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// Because for both of these cases, the swapchain needs to be the window dimensions, we just use that.
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let initial_dimensions = if let Some(dimensions) = surface.window().get_inner_size() {
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// convert to physical pixels
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let dimensions: (u32, u32) = dimensions.to_physical(surface.window().get_hidpi_factor()).into();
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[dimensions.0, dimensions.1]
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} else {
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// The window no longer exists so exit the application.
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return;
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};
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// Please take a look at the docs for the meaning of the parameters we didn't mention.
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Swapchain::new(self.device.clone(), surface.clone(), capabilities.min_image_count, format,
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initial_dimensions, 1, usage, &self.queue, SurfaceTransform::Identity, alpha,
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PresentMode::Fifo, true, None).unwrap()
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};
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self.swapchain = Some(swapchain);
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self.images = Some(images);
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let project_root =
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let project_root =
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std::env::current_dir()
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std::env::current_dir()
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@@ -113,15 +213,15 @@ impl<'a> VkProcessor<'a> {
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let mut shader_path = project_root.clone();
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let mut shader_path = project_root.clone();
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shader_path.push(PathBuf::from("resources/shaders/"));
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shader_path.push(PathBuf::from("resources/shaders/"));
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let mut vertex_shader_path = project_root.clone()
|
let mut vertex_shader_path = project_root.clone();
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.push(PathBuf::from("resources/shaders/"));
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vertex_shader_path.push(PathBuf::from("resources/shaders/"));
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vertex_shader_path.push(PathBuf::from(filename.clone()));
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vertex_shader_path.push(PathBuf::from(filename.clone()));
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vertex_shader_path.push(PathBuf::from(".vertex"));
|
vertex_shader_path.push(PathBuf::from(".vertex"));
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|
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let mut fragment_shader_path = project_root.clone()
|
let mut fragment_shader_path = project_root.clone();
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.push(PathBuf::from("resources/shaders/"));
|
fragment_shader_path.push(PathBuf::from("resources/shaders/"));
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vertex_shader_path.push(PathBuf::from(filename.clone()));
|
fragment_shader_path.push(PathBuf::from(filename.clone()));
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vertex_shader_path.push(PathBuf::from(".fragment"));
|
fragment_shader_path.push(PathBuf::from(".fragment"));
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|
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let mut options = CompileOptions::new().ok_or(CompileError::CreateCompiler).unwrap();
|
let mut options = CompileOptions::new().ok_or(CompileError::CreateCompiler).unwrap();
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options.add_macro_definition("SETTING_POS_X", Some("0"));
|
options.add_macro_definition("SETTING_POS_X", Some("0"));
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@@ -137,68 +237,127 @@ impl<'a> VkProcessor<'a> {
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sr::parse(&shader)
|
sr::parse(&shader)
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.expect("failed to parse");
|
.expect("failed to parse");
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|
|
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let x = unsafe {
|
let x1 : Arc<ShaderModule> = unsafe {
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vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.fragment)
|
vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.fragment)
|
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}.unwrap();
|
}.unwrap();
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|
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|
let x2 = unsafe {
|
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|
vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.vertex)
|
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|
}.unwrap();
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|
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let frag_entry_point = unsafe {
|
let frag_entry_point : GraphicsEntryPoint<MySpecConstants, FragInput, FragOutput, FragLayout> = unsafe {
|
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&x.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
x1.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
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vulkano_entry.frag_input,
|
vulkano_entry.frag_input,
|
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vulkano_entry.frag_output,
|
vulkano_entry.frag_output,
|
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vulkano_entry.frag_layout, GraphicsShaderType::Fragment)
|
vulkano_entry.frag_layout,
|
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|
GraphicsShaderType::Fragment)
|
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};
|
};
|
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|
|
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let vert_entry_point = unsafe {
|
let vert_entry_point: GraphicsEntryPoint<MySpecConstants, VertInput, VertOutput, VertLayout> = unsafe {
|
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&x.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
x2.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
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vulkano_entry.frag_input,
|
vulkano_entry.vert_input,
|
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vulkano_entry.frag_output,
|
vulkano_entry.vert_output,
|
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vulkano_entry.frag_layout, GraphicsShaderType::Fragment)
|
vulkano_entry.vert_layout,
|
||||||
|
GraphicsShaderType::Vertex)
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// The next step is to create a *render pass*, which is an object that describes where the
|
||||||
|
// output of the graphics pipeline will go. It describes the layout of the images
|
||||||
|
// where the colors, depth and/or stencil information will be written.
|
||||||
|
let render_pass = Arc::new(vulkano::single_pass_renderpass!(
|
||||||
|
self.device.clone(),
|
||||||
|
attachments: {
|
||||||
|
// `color` is a custom name we give to the first and only attachment.
|
||||||
|
color: {
|
||||||
|
// `load: Clear` means that we ask the GPU to clear the content of this
|
||||||
|
// attachment at the start of the drawing.
|
||||||
|
load: Clear,
|
||||||
|
// `store: Store` means that we ask the GPU to store the output of the draw
|
||||||
|
// in the actual image. We could also ask it to discard the result.
|
||||||
|
store: Store,
|
||||||
|
// `format: <ty>` indicates the type of the format of the image. This has to
|
||||||
|
// be one of the types of the `vulkano::format` module (or alternatively one
|
||||||
|
// of your structs that implements the `FormatDesc` trait). Here we use the
|
||||||
|
// same format as the swapchain.
|
||||||
|
format: self.swapchain.clone().unwrap().clone().format(),
|
||||||
|
// TODO:
|
||||||
|
samples: 1,
|
||||||
|
}
|
||||||
|
},
|
||||||
|
pass: {
|
||||||
|
// We use the attachment named `color` as the one and only color attachment.
|
||||||
|
color: [color],
|
||||||
|
// No depth-stencil attachment is indicated with empty brackets.
|
||||||
|
depth_stencil: {}
|
||||||
|
}
|
||||||
|
).unwrap());
|
||||||
|
|
||||||
|
|
||||||
// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
|
// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
|
||||||
// program, but much more specific.
|
// program, but much more specific.
|
||||||
self.pipeline = Option::Some(Arc::new(GraphicsPipeline::start()
|
let pipeline = GraphicsPipeline::start()
|
||||||
// We need to indicate the layout of the vertices.
|
// We need to indicate the layout of the vertices.
|
||||||
// The type `SingleBufferDefinition` actually contains a template parameter corresponding
|
// The type `SingleBufferDefinition` actually contains a template parameter corresponding
|
||||||
// to the type of each vertex. But in this code it is automatically inferred.
|
// to the type of each vertex. But in this code it is automatically inferred.
|
||||||
.vertex_input_single_buffer()
|
// .vertex_input_single_buffer()
|
||||||
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
|
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
|
||||||
// which one. The `main` word of `main_entry_point` actually corresponds to the name of
|
// which one. The `main` word of `main_entry_point` actually corresponds to the name of
|
||||||
// the entry point.
|
// the entry point.
|
||||||
.vertex_shader(vert_entry_point, ())
|
.vertex_shader(vert_entry_point, MySpecConstants {
|
||||||
|
my_integer_constant: 0,
|
||||||
|
a_boolean: 0,
|
||||||
|
floating_point: 0.0
|
||||||
|
})
|
||||||
// The content of the vertex buffer describes a list of triangles.
|
// The content of the vertex buffer describes a list of triangles.
|
||||||
.triangle_list()
|
.triangle_list()
|
||||||
// Use a resizable viewport set to draw over the entire window
|
// Use a resizable viewport set to draw over the entire window
|
||||||
.viewports_dynamic_scissors_irrelevant(1)
|
.viewports_dynamic_scissors_irrelevant(1)
|
||||||
// See `vertex_shader`.
|
// See `vertex_shader`.
|
||||||
.fragment_shader(frag_entry_point, ())
|
.fragment_shader(frag_entry_point, MySpecConstants {
|
||||||
|
my_integer_constant: 0,
|
||||||
|
a_boolean: 0,
|
||||||
|
floating_point: 0.0
|
||||||
|
})
|
||||||
// We have to indicate which subpass of which render pass this pipeline is going to be used
|
// We have to indicate which subpass of which render pass this pipeline is going to be used
|
||||||
// in. The pipeline will only be usable from this particular subpass.
|
// in. The pipeline will only be usable from this particular subpass.
|
||||||
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
||||||
// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
|
// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
|
||||||
.build(device.clone())
|
.build(self.device.clone())
|
||||||
.unwrap()));
|
.unwrap();
|
||||||
|
|
||||||
|
|
||||||
|
self.pipeline = Option::Some(Arc::new(pipeline));
|
||||||
|
|
||||||
|
|
||||||
let x = unsafe {
|
|
||||||
vulkano::pipeline::shader::ShaderModule::from_words(self.device.clone(), &shader.fragment)
|
|
||||||
}.unwrap();
|
|
||||||
|
|
||||||
let pipeline = Arc::new({
|
|
||||||
unsafe {
|
|
||||||
ComputePipeline::new(self.device.clone(), &x.compute_entry_point(
|
|
||||||
CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
|
||||||
vulkano_entry.compute_layout), &(),
|
|
||||||
).unwrap()
|
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
|
||||||
self.pipeline = Some(pipeline);
|
pub fn create_renderpass(&mut self) {
|
||||||
|
|
||||||
|
let render_pass = Arc::new(vulkano::single_pass_renderpass!(
|
||||||
|
self.device.clone(),
|
||||||
|
attachments: {
|
||||||
|
// `color` is a custom name we give to the first and only attachment.
|
||||||
|
color: {
|
||||||
|
// `load: Clear` means that we ask the GPU to clear the content of this
|
||||||
|
// attachment at the start of the drawing.
|
||||||
|
load: Clear,
|
||||||
|
// `store: Store` means that we ask the GPU to store the output of the draw
|
||||||
|
// in the actual image. We could also ask it to discard the result.
|
||||||
|
store: Store,
|
||||||
|
// `format: <ty>` indicates the type of the format of the image. This has to
|
||||||
|
// be one of the types of the `vulkano::format` module (or alternatively one
|
||||||
|
// of your structs that implements the `FormatDesc` trait). Here we use the
|
||||||
|
// same format as the swapchain.
|
||||||
|
format: self.swapchain.clone().unwrap().clone().format(),
|
||||||
|
// TODO:
|
||||||
|
samples: 1,
|
||||||
|
}
|
||||||
|
},
|
||||||
|
pass: {
|
||||||
|
// We use the attachment named `color` as the one and only color attachment.
|
||||||
|
color: [color],
|
||||||
|
// No depth-stencil attachment is indicated with empty brackets.
|
||||||
|
depth_stencil: {}
|
||||||
|
}
|
||||||
|
).unwrap());
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn load_buffers(&mut self, image_filename: String)
|
pub fn load_buffers(&mut self, image_filename: String)
|
||||||
@@ -268,7 +427,7 @@ impl<'a> VkProcessor<'a> {
|
|||||||
|
|
||||||
// Create the data descriptor set for our previously created shader pipeline
|
// Create the data descriptor set for our previously created shader pipeline
|
||||||
let mut set =
|
let mut set =
|
||||||
PersistentDescriptorSet::start(self.pipeline.clone().unwrap().clone(), 0)
|
PersistentDescriptorSet::start(self.compute_pipeline.clone().unwrap().clone(), 0)
|
||||||
.add_buffer(write_buffer.clone()).unwrap()
|
.add_buffer(write_buffer.clone()).unwrap()
|
||||||
.add_buffer(read_buffer.clone()).unwrap()
|
.add_buffer(read_buffer.clone()).unwrap()
|
||||||
.add_buffer(settings_buffer.clone()).unwrap();
|
.add_buffer(settings_buffer.clone()).unwrap();
|
||||||
@@ -280,37 +439,6 @@ impl<'a> VkProcessor<'a> {
|
|||||||
self.settings_buffer = Some(settings_buffer);
|
self.settings_buffer = Some(settings_buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn create_renderpass(&mut self) {
|
|
||||||
|
|
||||||
let render_pass = Arc::new(vulkano::single_pass_renderpass!(
|
|
||||||
self.device.clone(),
|
|
||||||
attachments: {
|
|
||||||
// `color` is a custom name we give to the first and only attachment.
|
|
||||||
color: {
|
|
||||||
// `load: Clear` means that we ask the GPU to clear the content of this
|
|
||||||
// attachment at the start of the drawing.
|
|
||||||
load: Clear,
|
|
||||||
// `store: Store` means that we ask the GPU to store the output of the draw
|
|
||||||
// in the actual image. We could also ask it to discard the result.
|
|
||||||
store: Store,
|
|
||||||
// `format: <ty>` indicates the type of the format of the image. This has to
|
|
||||||
// be one of the types of the `vulkano::format` module (or alternatively one
|
|
||||||
// of your structs that implements the `FormatDesc` trait). Here we use the
|
|
||||||
// same format as the swapchain.
|
|
||||||
format: swapchain.format(),
|
|
||||||
// TODO:
|
|
||||||
samples: 1,
|
|
||||||
}
|
|
||||||
},
|
|
||||||
pass: {
|
|
||||||
// We use the attachment named `color` as the one and only color attachment.
|
|
||||||
color: [color],
|
|
||||||
// No depth-stencil attachment is indicated with empty brackets.
|
|
||||||
depth_stencil: {}
|
|
||||||
}
|
|
||||||
).unwrap());
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn run_kernel(&mut self) {
|
pub fn run_kernel(&mut self) {
|
||||||
|
|
||||||
println!("Running Kernel...");
|
println!("Running Kernel...");
|
||||||
@@ -319,7 +447,7 @@ impl<'a> VkProcessor<'a> {
|
|||||||
let command_buffer =
|
let command_buffer =
|
||||||
AutoCommandBufferBuilder::primary_one_time_submit(self.device.clone(),self.queue.family()).unwrap()
|
AutoCommandBufferBuilder::primary_one_time_submit(self.device.clone(),self.queue.family()).unwrap()
|
||||||
.dispatch([self.xy.0, self.xy.1, 1],
|
.dispatch([self.xy.0, self.xy.1, 1],
|
||||||
self.pipeline.clone().unwrap().clone(),
|
self.compute_pipeline.clone().unwrap().clone(),
|
||||||
self.set.clone().unwrap().clone(), ()).unwrap()
|
self.set.clone().unwrap().clone(), ()).unwrap()
|
||||||
.build().unwrap();
|
.build().unwrap();
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user