starting to hook up the compute frame translation.

This commit is contained in:
2019-08-28 21:48:25 -07:00
parent a3607ebc7d
commit 885e19fb64
4 changed files with 192 additions and 184 deletions

View File

@@ -51,31 +51,22 @@ it appears that renderpass is tied to the individual shader
pub trait Vertex {
fn position(&self) -> (f32, f32) {
(0.0,0.0)
(0.0, 0.0)
}
fn color(&self) -> Option<(f32, f32, f32, f32)> {
Some((0.,0.,0.,0.))
}
fn textured(&self) -> bool {
false
Some((0., 0., 0., 0.))
}
}
impl Vertex for ColoredVertex2D {
fn position(&self) -> (f32, f32) {
(0.0,0.0)
(0.0, 0.0)
}
fn color(&self) -> Option<(f32, f32, f32, f32)> {
Some((0.,0.,0.,0.))
}
fn textured(&self) -> bool {
false
Some((0., 0., 0., 0.))
}
}
@@ -86,54 +77,71 @@ pub trait Drawable {
fn get_image_handle(&self) -> Option<Arc<u32>>;
}
// Need three types of shaders. Solid, Textured, Compute
// Need three types of shaders. Solid, Textured, Image
#[derive(PartialEq, Eq, Hash, Clone)]
pub enum ShaderType {
SOLID = 0,
TEXTURED = 1,
COMPUTE = 2
IMAGE = 2,
}
pub struct CanvasFrame {
colored_drawables : Vec<ColoredVertex2D>,
textured_drawables: HashMap<Arc<u32>, Vec<Vertex2D>>,
colored_drawables: Vec<ColoredVertex2D>,
textured_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
image_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
}
impl CanvasFrame {
pub fn new() -> CanvasFrame {
CanvasFrame {
colored_drawables: vec![],
textured_drawables: Default::default()
textured_drawables: Default::default(),
image_drawables: Default::default()
}
}
// After done using this, need to call allocated vertex buffers
// Accumulates the drawables vertices and colors
pub fn draw(&mut self, drawable: &dyn Drawable) {
match drawable.get_texture_handle() {
Some(id) => {
Some(handle) => {
self.textured_drawables
.entry(id.clone())
.entry(handle.clone())
.or_insert(Vec::new())
.extend(drawable.get_vertices().iter().map(|n|
.push(drawable.get_vertices().iter().map(|n|
Vertex2D {
position: [n.0, n.1],
}
));
},
).collect::<Vec<Vertex2D>>());
}
None => {
let colors = drawable.get_color();
self.colored_drawables.extend(
drawable.get_vertices().iter().map(|n|
ColoredVertex2D {
position: [n.0, n.1],
color: [colors.0, colors.1, colors.2, colors.3]
}
)
);
match drawable.get_image_handle() {
Some(handle) => {
self.image_drawables
.entry(handle.clone())
.or_insert(Vec::new())
.push(drawable.get_vertices().iter().map(|n|
Vertex2D {
position: [n.0, n.1],
}
).collect());
}
None => {
let colors = drawable.get_color();
self.colored_drawables.extend(
drawable.get_vertices().iter().map(|n|
ColoredVertex2D {
position: [n.0, n.1],
color: [colors.0, colors.1, colors.2, colors.3],
}
)
);
}
}
}
}
}
@@ -142,31 +150,63 @@ impl CanvasFrame {
#[derive(Clone)]
pub struct Canvas {
colored_drawables : Vec<ColoredVertex2D>,
colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
textured_drawables: HashMap<Arc<u32>, Vec<Vertex2D>>,
textured_vertex_buffer: HashMap<Arc<u32>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
shader_kernels: HashMap<ShaderType, ShaderKernels>,
texture_store: HashMap<String, Arc<ImmutableImage<Format>>>,
dynamic_state: DynamicState,
sampler: Arc<Sampler>,
// hold the image, texture, and shader buffers the same was as we do CompuState
image_buffers: Vec<std::sync::Arc<vulkano::image::attachment::AttachmentImage>>,
image_buffer_handles: Vec<Arc<u32>>,
texture_buffers: Vec<Arc<ImmutableImage<Format>>>,
texture_buffer_handles: Vec<Arc<u32>>,
shader_buffers: HashMap<ShaderType, ShaderKernels>,
shader_buffer_handles: Vec<Arc<u32>>,
// Hold onto the vertices we get from the Compu and Canvas Frames
// When the run comes around, push the vertices to the GPU
colored_drawables: Vec<ColoredVertex2D>,
colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
textured_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
textured_vertex_buffer: HashMap<Arc<u32>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
image_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
image_vertex_buffer: HashMap<Arc<u32>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
// Looks like we gotta hold onto the queue for managing textures
queue: Arc<Queue>,
sampler: Arc<Sampler>,
device: Arc<Device>,
}
impl Canvas {
// 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>>])
-> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
let dimensions = images[0].dimensions();
self.dynamic_state.viewports =
Some(vec![Viewport {
origin: [0.0, 0.0],
dimensions: [dimensions.width() as f32, dimensions.height() as f32],
depth_range: 0.0..1.0,
}]);
images.iter().map(|image| {
Arc::new(
Framebuffer::start(self.shader_kernels.get(&ShaderType::SOLID).unwrap().render_pass.clone())
.add(image.clone()).unwrap()
.build().unwrap()
) as Arc<dyn FramebufferAbstract + Send + Sync>
}).collect::<Vec<_>>()
}
// needs to take in the texture list
pub fn new(queue: Arc<Queue>,
device: Arc<Device>,
@@ -176,33 +216,36 @@ impl Canvas {
let solid_color_kernel = String::from("color-passthrough");
let texture_kernel = String::from("simple_texture");
let shader_kernels = HashMap::from_iter(vec![
(ShaderType::SOLID, ShaderKernels::new(solid_color_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone())),
//(ShaderType::TEXTURED, ShaderKernels::new(texture_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone()))
]);
let shader_kernels : HashMap<ShaderType, ShaderKernels> = HashMap::from_iter(vec![
(ShaderType::SOLID, ShaderKernels::new(solid_color_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone())),
(ShaderType::TEXTURED, ShaderKernels::new(texture_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone()))
]);
Canvas {
colored_drawables: vec![],
colored_vertex_buffer: vec![],
textured_drawables: Default::default(),
textured_vertex_buffer: Default::default(),
shader_kernels: shader_kernels,
shader_kernels: Default::default(),
texture_store: Default::default(),
dynamic_state: DynamicState { line_width: None, viewports: None, scissors: None },
image_buffers: Vec::new(),
image_buffer_handles: Vec::new(),
device: device.clone(),
queue: queue.clone(),
sampler: Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap(),
MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap(),
image_buffers: vec![],
image_buffer_handles: vec![],
texture_buffers: vec![],
texture_buffer_handles: vec![],
shader_buffers: Default::default(),
shader_buffer_handles: vec![],
colored_drawables: vec![],
colored_vertex_buffer: vec![],
textured_drawables: Default::default(),
textured_vertex_buffer: Default::default(),
image_drawables: Default::default(),
image_vertex_buffer: Default::default(),
queue: queue.clone(),
device: device.clone(),
}
}
@@ -220,7 +263,6 @@ impl Canvas {
// TODO Handle file not found gracefully
fn get_texture_from_file(&self, image_filename: String) -> Arc<ImmutableImage<Format>> {
let project_root =
std::env::current_dir()
.expect("failed to get root directory");
@@ -255,14 +297,13 @@ impl Canvas {
image_buffer.iter().cloned(),
Dimensions::Dim2d { width: xy.0, height: xy.1 },
Format::R8G8B8A8Srgb,
self.queue.clone()
self.queue.clone(),
).unwrap();
texture
}
pub fn load_texture_from_filename(&mut self, filename: String) -> Arc<ImmutableImage<Format>> {
if self.texture_store.contains_key(&filename.clone()) {
println!("{} Already exists, not going to replace it.", filename.clone());
self.texture_store.get(&filename.clone()).unwrap().clone()
@@ -273,15 +314,25 @@ impl Canvas {
}
}
pub fn load_texture(&mut self, filename: String) -> Option<Arc<u32>> {
let texture_buffer = self.get_texture_from_file(filename.clone());
self.texture_buffers.push(texture_buffer.clone());
let id = Arc::new(self.texture_buffers.len() as u32);
self.texture_buffer_handles.push(id.clone());
Some(id)
}
// After done using this, need to call allocated vertex buffers
pub fn draw(&mut self, canvas_frame: CanvasFrame) {
self.textured_drawables = canvas_frame.textured_drawables;
self.colored_drawables = canvas_frame.colored_drawables;
self.image_drawables = canvas_frame.image_drawables;
self.allocate_vertex_buffers(self.device.clone());
}
fn get_texture(&self, texture_id: String) -> Arc<ImmutableImage<Format>> {
if let Some(i) = self.texture_store.get(&texture_id) {
return i.clone();
} else {
@@ -290,9 +341,9 @@ impl Canvas {
}
pub fn allocate_vertex_buffers(&mut self, device: Arc<Device>) {
self.colored_vertex_buffer.clear();
self.textured_vertex_buffer.clear();
self.image_vertex_buffer.clear();
//TODO should probably use cpu accessible buffer instead of recreating immutes each frame
@@ -317,28 +368,26 @@ impl Canvas {
v.iter().cloned(),
BufferUsage::vertex_buffer(),
self.queue.clone(),
).unwrap().0
).unwrap().0,
);
}
}
fn get_solid_color_descriptor_set(&self) -> Box<dyn DescriptorSet + Send + Sync> {
println!("{}", self.shader_kernels.get(&ShaderType::SOLID).unwrap().clone().get_pipeline().clone().num_sets());
let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
PersistentDescriptorSet::start(
self.shader_kernels.get(&ShaderType::SOLID).unwrap().clone().get_pipeline().clone(), 0
self.shader_kernels.get(&ShaderType::SOLID).unwrap().clone().get_pipeline().clone(), 0,
).build().unwrap());
o
}
fn get_textured_descriptor_set(&self, texture_id: String)
-> Box<dyn DescriptorSet + Send + Sync> {
-> Box<dyn DescriptorSet + Send + Sync> {
let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
PersistentDescriptorSet::start(
self.shader_kernels.get(&ShaderType::TEXTURED).unwrap().clone().get_pipeline().clone(), 0
self.shader_kernels.get(&ShaderType::TEXTURED).unwrap().clone().get_pipeline().clone(), 0,
)
.add_sampled_image(self.get_texture(texture_id), self.sampler.clone()).unwrap()
.build().unwrap());
@@ -351,24 +400,19 @@ impl Canvas {
fn get_compute_swap_descriptor_set(&mut self,
device: Arc<Device>,
compute_image: &ComputeImage) -> Box<dyn DescriptorSet + Send + Sync> {
let sampler = Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap();
let o : Box<dyn DescriptorSet + Send + Sync> = Box::new(
let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
PersistentDescriptorSet::start(
self.shader_kernels.get(&ShaderType::COMPUTE).clone().unwrap().clone().get_pipeline(), 0
self.shader_kernels.get(&ShaderType::IMAGE).clone().unwrap().clone().get_pipeline(), 0,
)
.add_image(compute_image.clone().get_swap_buffer().clone()).unwrap()
.build().unwrap());
o
}
/*
*/
pub fn draw_commands(&self,
mut command_buffer: AutoCommandBufferBuilder,
framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
@@ -378,7 +422,7 @@ impl Canvas {
let clear_values = vec!(ClearValue::Float([0.0, 0.0, 1.0, 1.0]));
let mut command_buffer = command_buffer.begin_render_pass(
framebuffers[image_num].clone(), false, clear_values.clone()
framebuffers[image_num].clone(), false, clear_values.clone(),
).unwrap();
@@ -389,17 +433,19 @@ impl Canvas {
kernel.clone().get_pipeline().clone(),
&self.dynamic_state.clone(),
self.colored_vertex_buffer.clone(),
(), ()
(), (),
).unwrap();
},
}
ShaderType::TEXTURED => {
// command_buffer = command_buffer.draw(
// kernel.clone().get_pipeline().clone(),
// &dynamic_state.clone(), self.textured_vertex_buffer.clone(),
// vec![self.get_textured_descriptor_set(String::from("funky-bird.jpg"))], ()
// ).unwrap();
},
ShaderType::COMPUTE => {},
}
ShaderType::IMAGE => {
}
}
}
@@ -408,28 +454,6 @@ impl Canvas {
.unwrap()
}
/// 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>>],
) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
let dimensions = images[0].dimensions();
self.dynamic_state.viewports =
Some(vec![Viewport {
origin: [0.0, 0.0],
dimensions: [dimensions.width() as f32, dimensions.height() as f32],
depth_range: 0.0..1.0,
}]);
images.iter().map(|image| {
Arc::new(
Framebuffer::start(self.shader_kernels.get(&ShaderType::SOLID).unwrap().render_pass.clone())
.add(image.clone()).unwrap()
.build().unwrap()
) as Arc<dyn FramebufferAbstract + Send + Sync>
}).collect::<Vec<_>>()
}
}