moved over to the enum method of drawing. Not flexible, but type safe

This commit is contained in:
2020-02-12 00:42:30 -08:00
parent 80c0d323be
commit 659cd98a1f
23 changed files with 192 additions and 570 deletions

View File

@@ -20,7 +20,6 @@ use vulkano::pipeline::viewport::Viewport;
use vulkano::descriptor::descriptor::DescriptorDescTy::TexelBuffer;
use crate::canvas::canvas_frame::{CanvasFrame, CanvasFrameTest};
use std::hash::Hash;
use crate::util::vertex_3d::{Vertex3D, TextVertex3D};
use vulkano::pipeline::depth_stencil::{StencilFaceFlags, DynamicStencilValue};
use vulkano::memory::pool::PotentialDedicatedAllocation::Generic;
use std::borrow::Borrow;
@@ -29,11 +28,12 @@ use std::io::Read;
use rusttype::{Font, PositionedGlyph, Scale, Rect, point, GlyphId, Line, Curve, Segment};
use vulkano::pipeline::vertex::VertexDefinition;
use crate::canvas::managed::shader::dynamic_vertex::RuntimeVertexDef;
use crate::canvas::managed::handles::{CanvasTextureHandle, CanvasImageHandle, CanvasFontHandle, CompiledShaderHandle, Handle};
use crate::canvas::managed::handles::{CanvasTextureHandle, CanvasImageHandle, CanvasFontHandle, CompiledShaderHandle, Handle, DrawableHandle};
use crate::canvas::managed::gpu_buffers::{CanvasImage, CanvasTexture, CanvasFont};
use crate::canvas::managed::shader::shader_common::CompiledGraphicsPipeline;
use crate::canvas::managed::shader::generic_shader::GenericShader;
use crate::VertexTypes;
use crate::util::vertex::{TextVertex3D, TextureVertex2D, ImageVertex2D, ColorVertex2D, CanvasFrameAllocation};
/// Canvas state is used for storage of texture and image buffers in addition to vertex buffers
@@ -53,16 +53,6 @@ pub struct CanvasState {
// Compiled Graphics pipelines have a handle which self describe their position in this vector
shader_buffers: Vec<Arc<Box<dyn CompiledGraphicsPipeline>>>,
// Hold onto the vertices we get from the Compu and Canvas Frames
// When the run comes around, push the vertices to the GPU
colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + Send + Sync)>>,
textured_vertex_buffer: HashMap<Arc<CanvasTextureHandle>, Arc<(dyn BufferAccess + Send + Sync)>>,
image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Arc<(dyn BufferAccess + Send + Sync)>>,
text_instances: HashMap<Arc<CanvasFontHandle>, Arc<(dyn BufferAccess + Send + Sync)>>,
// Looks like we gotta hold onto the queue for managing textures
queue: Arc<Queue>,
device: Arc<Device>,
@@ -70,7 +60,6 @@ pub struct CanvasState {
}
impl CanvasState {
/// This method is called once during initialization, then again whenever the window is resized
pub fn window_size_dependent_setup(&mut self, images: &[Arc<SwapchainImage<Window>>])
@@ -102,7 +91,6 @@ impl CanvasState {
device: Arc<Device>,
physical: PhysicalDevice,
capabilities: Capabilities) -> CanvasState {
let format = capabilities.supported_formats[0].0;
let render_pass = Arc::new(vulkano::single_pass_renderpass!(
@@ -172,11 +160,6 @@ impl CanvasState {
shader_buffers: vec![],
font_buffers: vec![],
colored_vertex_buffer: vec![],
textured_vertex_buffer: Default::default(),
image_vertex_buffer: Default::default(),
text_instances: HashMap::default(),
queue: queue.clone(),
device: device.clone(),
render_pass: render_pass.clone(),
@@ -393,91 +376,6 @@ impl CanvasState {
}
}
/// Scrape all the values from the CanvasFrame and then allocate the vertex buffers
pub fn draw(&mut self, canvas_frame: CanvasFrame) {
// Consume the canvas frame
let mut textured_drawables = canvas_frame.textured_drawables;
let mut colored_drawables = canvas_frame.colored_drawables;
let mut image_drawables = canvas_frame.image_drawables;
let mut text_drawables = canvas_frame.text_drawables;
// Walk through the consumed items and allocate them to GPU buffers
self.colored_vertex_buffer.clear();
{
let g = hprof::enter("Colored Vertex Buffer");
self.colored_vertex_buffer.push(
ImmutableBuffer::from_iter(
colored_drawables.iter().cloned(),
BufferUsage::vertex_buffer(),
self.queue.clone(),
).unwrap().0
);
}
self.textured_vertex_buffer.clear();
{
let g = hprof::enter("Textured Vertex Buffer");
for (k, v) in textured_drawables.drain() {
let vertex_buffer = v.clone().get(0).unwrap().clone();
// TODO
// v.clone().iter()
// .fold(Vec::new(), |mut a: Vec<RuntimeVertexDef>, b| {
// a.extend(b);
// a
// });
self.textured_vertex_buffer.insert(
k.clone(),
ImmutableBuffer::from_iter(
vertex_buffer.iter().cloned(),
BufferUsage::vertex_buffer(),
self.queue.clone(),
).unwrap().0,
);
}
}
self.image_vertex_buffer.clear();
{
let g = hprof::enter("Image Vertex Buffer");
for (k, v) in image_drawables.drain() {
let vertex_buffer = v.clone().get(0).unwrap().clone();
// TODO
// v.clone().iter()
// .fold(Vec::new(), |mut a: Vec<&RuntimeVertexDef>, b| {
// a.extend(b);
// a
// });
self.image_vertex_buffer.insert(
k.clone(),
ImmutableBuffer::from_iter(
vertex_buffer.iter().cloned(),
BufferUsage::vertex_buffer(),
self.queue.clone(),
).unwrap().0,
);
}
}
self.text_instances.clear();
{
let g = hprof::enter("Text Instance Vertex Buffer");
for (k, v) in text_drawables.drain() {
self.text_instances.insert(
k.clone(),
ImmutableBuffer::from_iter(
v.iter().cloned(),
BufferUsage::all(),
self.queue.clone(),
).unwrap().0,
);
}
}
}
/// Builds the descriptor set for solid colors using the input kernel (needs to support solid colors)
fn get_solid_color_descriptor_set(&self, kernel: Arc<GenericShader>) -> Box<dyn DescriptorSet + Send + Sync> {
let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
@@ -487,79 +385,58 @@ impl CanvasState {
o
}
/// Consume and allocated the canvas frame data to the GPU
pub fn allocate(&mut self, canvas_frame: CanvasFrameTest) -> CanvasFrameAllocation {
// This is taking in a canvas frame, which should be some sort of matrix of vertices of generic
// types and handles
pub fn draw_commands_test<VTypes: Into<VertexTypes>>(&mut self,
mut command_buffer: AutoCommandBufferBuilder,
framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
image_num: usize,
canvas_frame: CanvasFrameTest<VTypes>) -> AutoCommandBufferBuilder {
let mut colored_vertex_buffer: Vec<ColorVertex2D> = Vec::default();
let mut textured_vertex_buffer: HashMap<Arc<CanvasTextureHandle>, Vec<TextureVertex2D>> = HashMap::new();
let mut image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Vec<ImageVertex2D>> = HashMap::new();
let mut text_instances: HashMap<Arc<CanvasFontHandle>, Vec<TextVertex3D>> = HashMap::new();
// Specify the color to clear the framebuffer with i.e. blue
let clear_values = vec!(
ClearValue::Float([0.0, 0.0, 1.0, 1.0]),
ClearValue::DepthStencil((1.0, 0x00)),
);
self.dynamic_state = DynamicState {
line_width: None,
viewports: self.dynamic_state.viewports.clone(),
scissors: None,
compare_mask: None,
write_mask: None,
reference: None,
for value in canvas_frame.map {
match value {
VertexTypes::TextureType(vertices, handle) => {
textured_vertex_buffer.entry(handle).or_insert(vertices.clone()).extend(vertices);
}
VertexTypes::ImageType(vertices, handle) => {
image_vertex_buffer.entry(handle).or_insert(vertices.clone()).extend(vertices);
}
VertexTypes::ColorType(vertices) => {
colored_vertex_buffer.extend(vertices);
}
VertexTypes::ThreeDType(vertices) => {}
};
};
let mut command_buffer = command_buffer.begin_render_pass(
framebuffers[image_num].clone(), false, clear_values.clone(),
).unwrap();
for (k,v) in canvas_frame.map {
let buffer: Arc<(dyn BufferAccess + Send + Sync)> = match v.into() {
VertexTypes::TexturedType(vertices) => {
// Solid colors
let mut shader = self.shader_buffers.get(
self.get_shader_handle(String::from("color-passthrough"))
.unwrap().clone().get_handle() as usize
).unwrap();
let buffer = ImmutableBuffer::from_iter(
vertices.iter().cloned(),
BufferUsage::vertex_buffer(),
self.queue.clone(),
).unwrap().0;
if !self.colored_vertex_buffer.is_empty() {
command_buffer = command_buffer.draw(
shader.get_pipeline().clone(),
&self.dynamic_state.clone(),
vec![buffer.clone()],
(), (),
).unwrap();
}
buffer
},
VertexTypes::VType2(vertices) => {
ImmutableBuffer::from_iter(
vertices.iter().cloned(),
BufferUsage::vertex_buffer(),
self.queue.clone(),
).unwrap().0
}
};
let mut allocated_colored_buffer: Vec<Arc<(dyn BufferAccess + Send + Sync)>> = Vec::new();
if !colored_vertex_buffer.is_empty() {
allocated_colored_buffer.push(ImmutableBuffer::from_iter(
colored_vertex_buffer.iter().cloned(),
BufferUsage::vertex_buffer(),
self.queue.clone(),
).unwrap().0);
}
command_buffer
CanvasFrameAllocation {
colored_vertex_buffer: allocated_colored_buffer,
textured_vertex_buffer: textured_vertex_buffer.into_iter().map(|(k, v)| {
(k,
ImmutableBuffer::from_iter(
v.iter().cloned(),
BufferUsage::vertex_buffer(),
self.queue.clone(),
).unwrap().0 as Arc<(dyn BufferAccess + Send + Sync)>)
}).collect(),
image_vertex_buffer: image_vertex_buffer.into_iter().map(|(k, v)| {
(k,
ImmutableBuffer::from_iter(
v.iter().cloned(),
BufferUsage::vertex_buffer(),
self.queue.clone(),
).unwrap().0 as Arc<(dyn BufferAccess + Send + Sync)>)
}).collect(),
text_instances: Default::default(),
}
}
/// Pushes the draw commands to the command buffer. Requires the framebuffers and
@@ -567,7 +444,8 @@ impl CanvasState {
pub fn draw_commands(&mut self,
mut command_buffer: AutoCommandBufferBuilder,
framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
image_num: usize) -> AutoCommandBufferBuilder {
image_num: usize,
allocated_buffers: CanvasFrameAllocation) -> AutoCommandBufferBuilder {
// Specify the color to clear the framebuffer with i.e. blue
let clear_values = vec!(
@@ -597,11 +475,11 @@ impl CanvasState {
// This looks a little weird as colored_vertex_buffer is a vec of GPU allocated vecs.
// But we can pass in multiple vertex buffers
if !self.colored_vertex_buffer.is_empty() {
if allocated_buffers.colored_vertex_buffer.is_empty() {
command_buffer = command_buffer.draw(
shader.get_pipeline().clone(),
&self.dynamic_state.clone(),
self.colored_vertex_buffer.clone(),
allocated_buffers.colored_vertex_buffer.clone(),
(), (),
).unwrap();
}
@@ -612,8 +490,8 @@ impl CanvasState {
.unwrap().clone().get_handle() as usize
).unwrap();
if !self.image_vertex_buffer.is_empty() {
for (image_handle, vertex_buffer) in self.image_vertex_buffer.clone() {
if !allocated_buffers.image_vertex_buffer.is_empty() {
for (image_handle, vertex_buffer) in allocated_buffers.image_vertex_buffer.clone() {
let handle = image_handle.clone().get_handle() as usize;
let descriptor_set = self.image_buffers.get(handle).clone().unwrap().clone()
.get_descriptor_set(shader.get_pipeline().clone());
@@ -633,8 +511,8 @@ impl CanvasState {
.unwrap().clone().get_handle() as usize
).unwrap();
if !self.textured_vertex_buffer.is_empty() {
for (texture_handle, vertex_buffer) in self.textured_vertex_buffer.clone() {
if !allocated_buffers.textured_vertex_buffer.is_empty() {
for (texture_handle, vertex_buffer) in allocated_buffers.textured_vertex_buffer.clone() {
let handle = texture_handle.clone().get_handle() as usize;
let descriptor_set = self.texture_buffers.get(handle).clone().unwrap().clone()
.get_descriptor_set(shader.get_pipeline(), self.sampler.clone());