starting to hook up the compute frame translation.
This commit is contained in:
212
src/canvas.rs
212
src/canvas.rs
@@ -51,31 +51,22 @@ it appears that renderpass is tied to the individual shader
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pub trait Vertex {
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fn position(&self) -> (f32, f32) {
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(0.0,0.0)
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(0.0, 0.0)
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}
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fn color(&self) -> Option<(f32, f32, f32, f32)> {
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Some((0.,0.,0.,0.))
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}
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fn textured(&self) -> bool {
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false
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Some((0., 0., 0., 0.))
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}
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}
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impl Vertex for ColoredVertex2D {
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fn position(&self) -> (f32, f32) {
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(0.0,0.0)
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(0.0, 0.0)
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}
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fn color(&self) -> Option<(f32, f32, f32, f32)> {
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Some((0.,0.,0.,0.))
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}
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fn textured(&self) -> bool {
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false
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Some((0., 0., 0., 0.))
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}
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}
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@@ -86,17 +77,18 @@ pub trait Drawable {
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fn get_image_handle(&self) -> Option<Arc<u32>>;
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}
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// Need three types of shaders. Solid, Textured, Compute
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// Need three types of shaders. Solid, Textured, Image
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#[derive(PartialEq, Eq, Hash, Clone)]
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pub enum ShaderType {
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SOLID = 0,
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TEXTURED = 1,
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COMPUTE = 2
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IMAGE = 2,
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}
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pub struct CanvasFrame {
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colored_drawables : Vec<ColoredVertex2D>,
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textured_drawables: HashMap<Arc<u32>, Vec<Vertex2D>>,
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colored_drawables: Vec<ColoredVertex2D>,
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textured_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
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image_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
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}
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impl CanvasFrame {
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@@ -104,25 +96,39 @@ impl CanvasFrame {
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pub fn new() -> CanvasFrame {
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CanvasFrame {
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colored_drawables: vec![],
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textured_drawables: Default::default()
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textured_drawables: Default::default(),
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image_drawables: Default::default()
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}
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}
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// After done using this, need to call allocated vertex buffers
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// Accumulates the drawables vertices and colors
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pub fn draw(&mut self, drawable: &dyn Drawable) {
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match drawable.get_texture_handle() {
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Some(id) => {
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Some(handle) => {
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self.textured_drawables
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.entry(id.clone())
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.entry(handle.clone())
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.or_insert(Vec::new())
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.extend(drawable.get_vertices().iter().map(|n|
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.push(drawable.get_vertices().iter().map(|n|
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Vertex2D {
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position: [n.0, n.1],
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}
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));
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).collect::<Vec<Vertex2D>>());
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}
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None => {
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},
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match drawable.get_image_handle() {
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Some(handle) => {
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self.image_drawables
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.entry(handle.clone())
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.or_insert(Vec::new())
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.push(drawable.get_vertices().iter().map(|n|
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Vertex2D {
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position: [n.0, n.1],
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}
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).collect());
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}
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None => {
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let colors = drawable.get_color();
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@@ -130,43 +136,77 @@ impl CanvasFrame {
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drawable.get_vertices().iter().map(|n|
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ColoredVertex2D {
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position: [n.0, n.1],
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color: [colors.0, colors.1, colors.2, colors.3]
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color: [colors.0, colors.1, colors.2, colors.3],
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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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}
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}
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}
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#[derive(Clone)]
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pub struct Canvas {
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colored_drawables : Vec<ColoredVertex2D>,
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colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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textured_drawables: HashMap<Arc<u32>, Vec<Vertex2D>>,
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textured_vertex_buffer: HashMap<Arc<u32>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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shader_kernels: HashMap<ShaderType, ShaderKernels>,
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texture_store: HashMap<String, Arc<ImmutableImage<Format>>>,
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dynamic_state: DynamicState,
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sampler: Arc<Sampler>,
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// hold the image, texture, and shader buffers the same was as we do CompuState
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image_buffers: Vec<std::sync::Arc<vulkano::image::attachment::AttachmentImage>>,
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image_buffer_handles: Vec<Arc<u32>>,
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texture_buffers: Vec<Arc<ImmutableImage<Format>>>,
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texture_buffer_handles: Vec<Arc<u32>>,
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shader_buffers: HashMap<ShaderType, ShaderKernels>,
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shader_buffer_handles: Vec<Arc<u32>>,
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// Hold onto the vertices we get from the Compu and Canvas Frames
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// When the run comes around, push the vertices to the GPU
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colored_drawables: Vec<ColoredVertex2D>,
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colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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textured_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
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textured_vertex_buffer: HashMap<Arc<u32>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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image_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
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image_vertex_buffer: HashMap<Arc<u32>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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// Looks like we gotta hold onto the queue for managing textures
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queue: Arc<Queue>,
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sampler: Arc<Sampler>,
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device: Arc<Device>,
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}
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impl Canvas {
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// This method is called once during initialization, then again whenever the window is resized
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pub fn window_size_dependent_setup(&mut self, images: &[Arc<SwapchainImage<Window>>])
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-> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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let dimensions = images[0].dimensions();
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self.dynamic_state.viewports =
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Some(vec![Viewport {
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origin: [0.0, 0.0],
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dimensions: [dimensions.width() as f32, dimensions.height() as f32],
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depth_range: 0.0..1.0,
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}]);
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images.iter().map(|image| {
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Arc::new(
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Framebuffer::start(self.shader_kernels.get(&ShaderType::SOLID).unwrap().render_pass.clone())
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.add(image.clone()).unwrap()
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.build().unwrap()
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) as Arc<dyn FramebufferAbstract + Send + Sync>
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}).collect::<Vec<_>>()
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}
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// needs to take in the texture list
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pub fn new(queue: Arc<Queue>,
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device: Arc<Device>,
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@@ -176,33 +216,36 @@ impl Canvas {
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let solid_color_kernel = String::from("color-passthrough");
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let texture_kernel = String::from("simple_texture");
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let shader_kernels = HashMap::from_iter(vec![
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let shader_kernels : HashMap<ShaderType, ShaderKernels> = HashMap::from_iter(vec![
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(ShaderType::SOLID, ShaderKernels::new(solid_color_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone())),
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//(ShaderType::TEXTURED, ShaderKernels::new(texture_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone()))
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(ShaderType::TEXTURED, ShaderKernels::new(texture_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone()))
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]);
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Canvas {
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colored_drawables: vec![],
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colored_vertex_buffer: vec![],
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textured_drawables: Default::default(),
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textured_vertex_buffer: Default::default(),
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shader_kernels: shader_kernels,
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shader_kernels: Default::default(),
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texture_store: Default::default(),
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dynamic_state: DynamicState { line_width: None, viewports: None, scissors: None },
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image_buffers: Vec::new(),
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image_buffer_handles: Vec::new(),
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device: device.clone(),
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queue: queue.clone(),
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sampler: Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
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MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
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SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap(),
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image_buffers: vec![],
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image_buffer_handles: vec![],
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texture_buffers: vec![],
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texture_buffer_handles: vec![],
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shader_buffers: Default::default(),
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shader_buffer_handles: vec![],
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colored_drawables: vec![],
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colored_vertex_buffer: vec![],
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textured_drawables: Default::default(),
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textured_vertex_buffer: Default::default(),
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image_drawables: Default::default(),
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image_vertex_buffer: Default::default(),
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queue: queue.clone(),
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device: device.clone(),
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}
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}
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@@ -220,7 +263,6 @@ impl Canvas {
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// TODO Handle file not found gracefully
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fn get_texture_from_file(&self, image_filename: String) -> Arc<ImmutableImage<Format>> {
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let project_root =
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std::env::current_dir()
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.expect("failed to get root directory");
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@@ -255,14 +297,13 @@ impl Canvas {
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image_buffer.iter().cloned(),
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Dimensions::Dim2d { width: xy.0, height: xy.1 },
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Format::R8G8B8A8Srgb,
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self.queue.clone()
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self.queue.clone(),
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).unwrap();
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texture
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}
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pub fn load_texture_from_filename(&mut self, filename: String) -> Arc<ImmutableImage<Format>> {
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if self.texture_store.contains_key(&filename.clone()) {
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println!("{} Already exists, not going to replace it.", filename.clone());
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self.texture_store.get(&filename.clone()).unwrap().clone()
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@@ -273,15 +314,25 @@ impl Canvas {
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}
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}
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pub fn load_texture(&mut self, filename: String) -> Option<Arc<u32>> {
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let texture_buffer = self.get_texture_from_file(filename.clone());
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self.texture_buffers.push(texture_buffer.clone());
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let id = Arc::new(self.texture_buffers.len() as u32);
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self.texture_buffer_handles.push(id.clone());
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Some(id)
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}
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// After done using this, need to call allocated vertex buffers
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pub fn draw(&mut self, canvas_frame: CanvasFrame) {
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self.textured_drawables = canvas_frame.textured_drawables;
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self.colored_drawables = canvas_frame.colored_drawables;
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self.image_drawables = canvas_frame.image_drawables;
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self.allocate_vertex_buffers(self.device.clone());
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}
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fn get_texture(&self, texture_id: String) -> Arc<ImmutableImage<Format>> {
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if let Some(i) = self.texture_store.get(&texture_id) {
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return i.clone();
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} else {
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@@ -290,9 +341,9 @@ impl Canvas {
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}
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pub fn allocate_vertex_buffers(&mut self, device: Arc<Device>) {
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self.colored_vertex_buffer.clear();
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self.textured_vertex_buffer.clear();
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self.image_vertex_buffer.clear();
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//TODO should probably use cpu accessible buffer instead of recreating immutes each frame
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@@ -317,28 +368,26 @@ impl Canvas {
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v.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0
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).unwrap().0,
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);
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}
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}
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fn get_solid_color_descriptor_set(&self) -> Box<dyn DescriptorSet + Send + Sync> {
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println!("{}", self.shader_kernels.get(&ShaderType::SOLID).unwrap().clone().get_pipeline().clone().num_sets());
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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self.shader_kernels.get(&ShaderType::SOLID).unwrap().clone().get_pipeline().clone(), 0
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self.shader_kernels.get(&ShaderType::SOLID).unwrap().clone().get_pipeline().clone(), 0,
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).build().unwrap());
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o
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}
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fn get_textured_descriptor_set(&self, texture_id: String)
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-> Box<dyn DescriptorSet + Send + Sync> {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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self.shader_kernels.get(&ShaderType::TEXTURED).unwrap().clone().get_pipeline().clone(), 0
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self.shader_kernels.get(&ShaderType::TEXTURED).unwrap().clone().get_pipeline().clone(), 0,
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)
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.add_sampled_image(self.get_texture(texture_id), self.sampler.clone()).unwrap()
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.build().unwrap());
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@@ -351,24 +400,19 @@ impl Canvas {
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fn get_compute_swap_descriptor_set(&mut self,
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device: Arc<Device>,
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compute_image: &ComputeImage) -> Box<dyn DescriptorSet + Send + Sync> {
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let sampler = Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
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MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
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SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap();
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let o : Box<dyn DescriptorSet + Send + Sync> = Box::new(
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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self.shader_kernels.get(&ShaderType::COMPUTE).clone().unwrap().clone().get_pipeline(), 0
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self.shader_kernels.get(&ShaderType::IMAGE).clone().unwrap().clone().get_pipeline(), 0,
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)
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.add_image(compute_image.clone().get_swap_buffer().clone()).unwrap()
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.build().unwrap());
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o
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}
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/*
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*/
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pub fn draw_commands(&self,
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mut command_buffer: AutoCommandBufferBuilder,
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framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
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@@ -378,7 +422,7 @@ impl Canvas {
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let clear_values = vec!(ClearValue::Float([0.0, 0.0, 1.0, 1.0]));
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let mut command_buffer = command_buffer.begin_render_pass(
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framebuffers[image_num].clone(), false, clear_values.clone()
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framebuffers[image_num].clone(), false, clear_values.clone(),
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).unwrap();
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@@ -389,17 +433,19 @@ impl Canvas {
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kernel.clone().get_pipeline().clone(),
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&self.dynamic_state.clone(),
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self.colored_vertex_buffer.clone(),
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(), ()
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(), (),
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).unwrap();
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},
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}
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ShaderType::TEXTURED => {
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// command_buffer = command_buffer.draw(
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// kernel.clone().get_pipeline().clone(),
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// &dynamic_state.clone(), self.textured_vertex_buffer.clone(),
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// vec![self.get_textured_descriptor_set(String::from("funky-bird.jpg"))], ()
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// ).unwrap();
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},
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ShaderType::COMPUTE => {},
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}
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ShaderType::IMAGE => {
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}
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||||
}
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}
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@@ -408,28 +454,6 @@ impl Canvas {
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.unwrap()
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}
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/// This method is called once during initialization, then again whenever the window is resized
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pub fn window_size_dependent_setup(&mut self,
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images: &[Arc<SwapchainImage<Window>>],
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) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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let dimensions = images[0].dimensions();
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self.dynamic_state.viewports =
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Some(vec![Viewport {
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origin: [0.0, 0.0],
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dimensions: [dimensions.width() as f32, dimensions.height() as f32],
|
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depth_range: 0.0..1.0,
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}]);
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images.iter().map(|image| {
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Arc::new(
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Framebuffer::start(self.shader_kernels.get(&ShaderType::SOLID).unwrap().render_pass.clone())
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.add(image.clone()).unwrap()
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||||
.build().unwrap()
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||||
) as Arc<dyn FramebufferAbstract + Send + Sync>
|
||||
}).collect::<Vec<_>>()
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||||
}
|
||||
|
||||
}
|
||||
|
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@@ -182,6 +182,7 @@ impl CompuState {
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dimensions: (u32, u32),
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stride: u32,
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device: Arc<Device>) -> Arc<u32> {
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|
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self.compute_buffers.push(
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CompuBuffers::new(device.clone(), data, dimensions, stride));
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@@ -213,17 +214,18 @@ impl CompuState {
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id
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}
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pub fn compute(&mut self, compute_frame: ComputeFrame) {
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|
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// i = (Buffer, Kernel)
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for i in compute_frame.pure_compute {
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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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ComputeFrame accumulates combos of :
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Buffers and Kernels
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Buffers, Images and Kernels
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Buffers, Buffers and Kernels
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||||
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It will need to convert these into a logical list of command_buffer commands
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*/
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pub struct ComputeFrame {
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// Vec<(Buffer, Kernel)>
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pure_compute: Vec<(Arc<u32>, Arc<u32>)>,
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|
||||
15
src/main.rs
15
src/main.rs
@@ -44,10 +44,6 @@ Canvas works, but I want to use CPU accessible buffer instead of immutable buffe
|
||||
|
||||
Texturing is broken
|
||||
|
||||
Compute is running in the background, but don't have a way to draw it.
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Would like to draw it to a sprite???
|
||||
|
||||
|
||||
|
||||
8/13 :
|
||||
Okay. So I've decided to keep compute image and compute kernel in their own 'canvas'
|
||||
@@ -193,9 +189,9 @@ fn main() {
|
||||
let mut window = surface.window();
|
||||
|
||||
let mut processor = vkprocessor::VkProcessor::new(&instance, &surface);
|
||||
processor.compile_kernel(String::from("simple-edge.compute"));
|
||||
processor.load_compute_image(String::from("background.jpg"));
|
||||
processor.load_textures(String::from("funky-bird.jpg"));
|
||||
// processor.compile_kernel(String::from("simple-edge.compute"));
|
||||
// processor.load_compute_image(String::from("background.jpg"));
|
||||
// processor.load_textures(String::from("funky-bird.jpg"));
|
||||
processor.create_swapchain(&surface);
|
||||
|
||||
let mut timer = Timer::new();
|
||||
@@ -231,6 +227,9 @@ fn main() {
|
||||
let compute_kernel = processor.get_kernel_handle(String::from("simple-edge.compute"))
|
||||
.expect("Can't find that kernel");
|
||||
|
||||
|
||||
|
||||
|
||||
while let Some(p) = window.get_position() {
|
||||
|
||||
elapsed_time = timer.elap_time();
|
||||
@@ -262,7 +261,7 @@ fn main() {
|
||||
match keyboard_input.virtual_keycode.unwrap() {
|
||||
VirtualKeyCode::A => {
|
||||
if keyboard_input.state == ElementState::Pressed {
|
||||
processor.save_edges_image();
|
||||
// processor.save_edges_image();
|
||||
}
|
||||
}
|
||||
_ => ()
|
||||
|
||||
@@ -40,45 +40,6 @@ pub struct VkProcessor<'a> {
|
||||
|
||||
impl<'a> VkProcessor<'a> {
|
||||
|
||||
pub fn preload_textures(&mut self) {
|
||||
|
||||
}
|
||||
pub fn preload_kernels(&mut self) {
|
||||
|
||||
}
|
||||
pub fn preload_shaders(&mut self) {
|
||||
|
||||
}
|
||||
|
||||
pub fn get_texture_handle(&self, texture_name: String) -> Option<Arc<u32>> {
|
||||
None
|
||||
}
|
||||
pub fn get_kernel_handle(&self, kernel_name: String) -> Option<Arc<u32>> {
|
||||
None
|
||||
}
|
||||
pub fn get_shader_handle(&self, shader_name: String) -> Option<Arc<u32>> {
|
||||
None
|
||||
}
|
||||
|
||||
pub fn new_swap_image(&mut self, dimensions: (u32, u32)) -> Arc<u32> {
|
||||
let mut usage = ImageUsage::none();
|
||||
usage.transfer_destination = true;
|
||||
usage.storage = true;
|
||||
|
||||
self.canvas.create_image(dimensions, usage)
|
||||
}
|
||||
|
||||
pub fn new_compute_buffer(&mut self, data: Vec<u8>, dimensions: (u32, u32), stride: u32) -> Arc<u32> {
|
||||
self.compute_state.new_compute_buffer(data, dimensions, stride, self.device.clone())
|
||||
}
|
||||
pub fn read_compute_buffer(&mut self, handle: Arc<u32>) -> Vec<u8> {
|
||||
self.compute_state.read_compute_buffer(handle)
|
||||
}
|
||||
pub fn write_compute_buffer(&self, handle: Arc<u32>, data: Vec<u8>) {
|
||||
self.compute_state.write_compute_buffer(handle, data)
|
||||
}
|
||||
|
||||
|
||||
pub fn new(instance: &'a Arc<Instance>, surface: &'a Arc<Surface<Window>>) -> VkProcessor<'a> {
|
||||
let physical = PhysicalDevice::enumerate(instance).next().unwrap();
|
||||
|
||||
@@ -117,10 +78,6 @@ impl<'a> VkProcessor<'a> {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn compile_kernel(&mut self, filename: String) {
|
||||
self.compute_kernel = Some(ComputeKernel::new(filename, self.device.clone()));
|
||||
}
|
||||
|
||||
pub fn create_swapchain(&mut self, surface: &'a Arc<Surface<Window>>) {
|
||||
let (mut swapchain, images) = {
|
||||
let capabilities = surface.capabilities(self.physical).unwrap();
|
||||
@@ -177,20 +134,45 @@ impl<'a> VkProcessor<'a> {
|
||||
self.swapchain_images = Some(new_images);
|
||||
}
|
||||
|
||||
pub fn load_compute_image(&mut self, image_filename: String) {
|
||||
self.compute_image = Some(ComputeImage::new(self.device.clone(), image_filename.clone()));
|
||||
pub fn preload_textures(&mut self) {
|
||||
self.canvas.load_texture_from_filename(String::from("funky-bird.jpg"));
|
||||
}
|
||||
pub fn preload_kernels(&mut self) {
|
||||
|
||||
}
|
||||
pub fn preload_shaders(&mut self) {
|
||||
|
||||
}
|
||||
|
||||
pub fn load_textures(&mut self, image_filename: String) {
|
||||
self.canvas.load_texture_from_filename(image_filename.clone());
|
||||
pub fn get_texture_handle(&self, texture_name: String) -> Option<Arc<u32>> {
|
||||
None
|
||||
}
|
||||
pub fn get_kernel_handle(&self, kernel_name: String) -> Option<Arc<u32>> {
|
||||
None
|
||||
}
|
||||
pub fn get_shader_handle(&self, shader_name: String) -> Option<Arc<u32>> {
|
||||
None
|
||||
}
|
||||
|
||||
pub fn save_edges_image(&mut self) {
|
||||
self.compute_image.clone().unwrap().clone().save_image();
|
||||
// Create a new image which has the transfer usage
|
||||
pub fn new_swap_image(&mut self, dimensions: (u32, u32)) -> Arc<u32> {
|
||||
let mut usage = ImageUsage::none();
|
||||
usage.transfer_destination = true;
|
||||
usage.storage = true;
|
||||
|
||||
self.canvas.create_image(dimensions, usage)
|
||||
}
|
||||
|
||||
pub fn get_canvas(&mut self) -> &Canvas {
|
||||
&self.canvas
|
||||
pub fn new_compute_buffer(&mut self, data: Vec<u8>, dimensions: (u32, u32), stride: u32) -> Arc<u32> {
|
||||
self.compute_state.new_compute_buffer(data, dimensions, stride, self.device.clone())
|
||||
}
|
||||
|
||||
pub fn read_compute_buffer(&mut self, handle: Arc<u32>) -> Vec<u8> {
|
||||
self.compute_state.read_compute_buffer(handle)
|
||||
}
|
||||
|
||||
pub fn write_compute_buffer(&self, handle: Arc<u32>, data: Vec<u8>) {
|
||||
self.compute_state.write_compute_buffer(handle, data)
|
||||
}
|
||||
|
||||
pub fn run(&mut self,
|
||||
@@ -198,13 +180,14 @@ impl<'a> VkProcessor<'a> {
|
||||
mut frame_future: Box<dyn GpuFuture>,
|
||||
canvas_frame: CanvasFrame,
|
||||
compute_frame: ComputeFrame,
|
||||
) -> Box<dyn GpuFuture> {
|
||||
)
|
||||
-> Box<dyn GpuFuture> {
|
||||
|
||||
|
||||
|
||||
//
|
||||
// take the canvas frame and create the vertex buffers
|
||||
self.canvas.draw(canvas_frame);
|
||||
self.canvas.allocate_vertex_buffers(self.device.clone());
|
||||
|
||||
// ditto with the compuframe
|
||||
self.compute_state.compute(compute_frame);
|
||||
|
||||
let mut framebuffers =
|
||||
self.canvas.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
|
||||
|
||||
Reference in New Issue
Block a user