minimal example of 15ms lag
This commit is contained in:
@@ -20,3 +20,5 @@ shaderc = "0.5.0"
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#shade_runner = {version = "0.1.1", git = "https://github.com/MitchellHansen/shade_runner"}
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shade_runner = {path = "../shade_runner"}
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winit = "0.19.1"
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#criterion = "0.3.0"
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hprof = "0.1.3"
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@@ -1,9 +1,11 @@
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#version 450
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// These come in from the previous shader (vertex)
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layout(location = 0) in vec4 out_color;
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// This goes out to the bound image in window_size_dependent setup
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = out_color;
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}
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@@ -1,7 +1,10 @@
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#version 450
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// These come in from the vertex definition
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layout(location = 0) in vec2 position;
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layout(location = 1) in vec4 color;
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// These are made up in the shader themselves
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layout(location = 0) out vec4 out_color;
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void main() {
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@@ -35,37 +35,37 @@ void main() {
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uint idx = get_idx(0,0);
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ivec4 p = separate(read_buffer.buf[get_idx(0 , 0)]);
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ivec4 p0 = separate(read_buffer.buf[get_idx(0 , 1)]);
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ivec4 p1 = separate(read_buffer.buf[get_idx(0 ,-1)]);
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ivec4 p2 = separate(read_buffer.buf[get_idx(1 , 1)]);
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ivec4 p3 = separate(read_buffer.buf[get_idx(-1,-1)]);
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ivec4 p4 = separate(read_buffer.buf[get_idx(1 , 0)]);
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ivec4 p5 = separate(read_buffer.buf[get_idx(-1, 0)]);
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ivec4 p6 = separate(read_buffer.buf[get_idx(1 ,-1)]);
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ivec4 p7 = separate(read_buffer.buf[get_idx(-1, 1)]);
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// ivec4 p = separate(read_buffer.buf[get_idx(0 , 0)]);
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// ivec4 p0 = separate(read_buffer.buf[get_idx(0 , 1)]);
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// ivec4 p1 = separate(read_buffer.buf[get_idx(0 ,-1)]);
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// ivec4 p2 = separate(read_buffer.buf[get_idx(1 , 1)]);
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// ivec4 p3 = separate(read_buffer.buf[get_idx(-1,-1)]);
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// ivec4 p4 = separate(read_buffer.buf[get_idx(1 , 0)]);
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// ivec4 p5 = separate(read_buffer.buf[get_idx(-1, 0)]);
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// ivec4 p6 = separate(read_buffer.buf[get_idx(1 ,-1)]);
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// ivec4 p7 = separate(read_buffer.buf[get_idx(-1, 1)]);
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//
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// ivec3 d0 = abs(p0.xyz - p1.xyz);
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// ivec3 d1 = abs(p2.xyz - p3.xyz);
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// ivec3 d2 = abs(p4.xyz - p5.xyz);
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// ivec3 d3 = abs(p6.xyz - p7.xyz);
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//
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// ivec3 m = max(max(max(d0, d1), d2), d3);
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//
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// if ((m.x + m.y + m.z) > 200){
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// p.x = 0;
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// p.y = 0;
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// p.z = 255;
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// }
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// else {
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//
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// //p.w = 125;
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// }
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ivec3 d0 = abs(p0.xyz - p1.xyz);
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ivec3 d1 = abs(p2.xyz - p3.xyz);
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ivec3 d2 = abs(p4.xyz - p5.xyz);
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ivec3 d3 = abs(p6.xyz - p7.xyz);
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ivec3 m = max(max(max(d0, d1), d2), d3);
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if ((m.x + m.y + m.z) > 200){
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p.x = 0;
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p.y = 0;
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p.z = 255;
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}
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else {
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//p.w = 125;
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}
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
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// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
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}
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@@ -1,8 +1,14 @@
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#version 450
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// SIMPLE TEXTURE : FRAGMENT SHADER
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// These come in from the previous shader (vertex)
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layout(location = 0) in vec2 tex_coords;
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// This goes out to the bound image in window_size_dependent setup
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layout(location = 0) out vec4 f_color;
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// This is bound by the descriptor set
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// Currently handled by the individual buffer and are 1:1
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layout(set = 0, binding = 0) uniform sampler2D tex;
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void main() {
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@@ -1,10 +1,16 @@
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#version 450
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// SIMPLE TEXTURE : VERTEX SHADER
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// These come in from the vertex definition
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// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
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layout(location = 0) in vec2 position;
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// These are made up in the shader themselves
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layout(location = 0) out vec2 tex_coords;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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tex_coords = position;
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}
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120
src/canvas.rs
120
src/canvas.rs
@@ -22,6 +22,7 @@ use vulkano::descriptor::descriptor::DescriptorDescTy::TexelBuffer;
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use crate::canvas_frame::CanvasFrame;
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use std::hash::Hash;
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use crate::canvas_shader::CanvasShader;
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use crate::canvas_buffer::{CanvasImage, CanvasTexture};
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// Canvas is the accumulator of Sprites for drawing
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@@ -103,48 +104,6 @@ pub struct CanvasShaderHandle {
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pub handle: u32
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}
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#[derive(Clone)]
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pub struct CanvasTexture {
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handle: Arc<CanvasTextureHandle>,
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buffer: Arc<ImmutableImage<Format>>,
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name: String,
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size: (u32, u32),
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}
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impl CanvasTexture {
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fn get_descriptor_set(&self,
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shader: Arc<CanvasShader>,
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sampler: Arc<Sampler>) -> 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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shader.clone().get_pipeline().clone(), 0,
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)
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.add_sampled_image(self.buffer.clone(), sampler.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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#[derive(Clone)]
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pub struct CanvasImage {
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handle: Arc<CanvasImageHandle>,
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buffer: Arc<AttachmentImage>,
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size: (u32, u32),
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}
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impl CanvasImage {
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fn get_descriptor_set(&mut self, shader: Arc<CanvasShader>)
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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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shader.clone().get_pipeline().clone(), 0,
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)
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.add_image(self.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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#[derive(Clone)]
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pub struct CanvasState {
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dynamic_state: DynamicState,
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@@ -199,7 +158,6 @@ impl CanvasState {
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device: Arc<Device>,
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physical: PhysicalDevice,
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capabilities: Capabilities) -> CanvasState {
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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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@@ -238,7 +196,6 @@ impl CanvasState {
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}
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pub fn create_image(&mut self, dimensions: (u32, u32), usage: ImageUsage) -> Arc<CanvasImageHandle> {
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let handle = Arc::new(CanvasImageHandle { handle: self.image_buffers.len() as u32 });
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let image = CanvasImage {
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@@ -324,7 +281,6 @@ impl CanvasState {
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pub fn get_texture_handle(&self, texture_name: String)
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-> Option<Arc<CanvasTextureHandle>> {
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for i in self.texture_buffers.clone() {
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if i.name == texture_name {
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return Some(i.handle.clone());
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@@ -335,7 +291,6 @@ impl CanvasState {
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pub fn get_texture(&self, texture_handle: Arc<CanvasTextureHandle>)
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-> Arc<ImmutableImage<Format>> {
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let handle = texture_handle.handle as usize;
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if let Some(i) = self.texture_buffers.get(handle) {
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@@ -355,10 +310,25 @@ impl CanvasState {
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}
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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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/*
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So a bit of brainstorming with the shaders:
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I compile shaders into their respective buffers and add them to a descriptor set
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along with the textures or whatever other resource buffer
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So I'm gonna fix that texturing issue by adding vertex texture coordinate attributes
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Still don't really know how I'm gonna do this...
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* Going to definitely need to use the CpuAccessbileBuffer
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* Maybe calculate deltas between frames???
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*
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*/
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//TODO should probably use cpu accessible buffer instead of recreating immutes each frame
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/*
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CpuAccessibleBuffer::from_iter(
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@@ -369,6 +339,21 @@ impl CanvasState {
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).unwrap().0;
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*/
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//if self.colored_vertex_buffer.len() == 0 {
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self.colored_vertex_buffer.clear();
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{
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let g = hprof::enter("Colored Vertex Buffer : From Data");
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self.colored_vertex_buffer.push(
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ImmutableBuffer::from_data(self.colored_drawables.clone(),
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BufferUsage::vertex_buffer(),
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self.queue.clone()).unwrap().0
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);
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}
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{
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let g = hprof::enter("Colored Vertex Buffer : From Iter");
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self.colored_vertex_buffer.push(
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ImmutableBuffer::from_iter(
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self.colored_drawables.iter().cloned(),
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@@ -376,9 +361,20 @@ impl CanvasState {
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self.queue.clone(),
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).unwrap().0
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);
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}
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self.colored_vertex_buffer.clear();
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//println!("{:?}", self.colored_vertex_buffer.last().unwrap().size());
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//self.colored_vertex_buffer.pop();
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// }
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// println!("{} {}", self.textured_vertex_buffer.len() , self.textured_drawables.len());
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// if self.textured_vertex_buffer.len() != self.textured_drawables.len() {
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self.textured_vertex_buffer.clear();
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for (k, v) in self.textured_drawables.drain() {
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println!("{:?}", v.len());
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{
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let g = hprof::enter("Textured Vertex Buffer : From Iter");
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self.textured_vertex_buffer.insert(
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k.clone(),
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ImmutableBuffer::from_iter(
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@@ -388,10 +384,22 @@ impl CanvasState {
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).unwrap().0,
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);
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}
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// {
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// let g = hprof::enter("Textured Vertex Buffer : From Data");
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// self.textured_vertex_buffer.insert(
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// k.clone(),
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// ImmutableBuffer::from_data(v.first().unwrap().clone(),
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// BufferUsage::vertex_buffer(),
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// self.queue.clone()
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// ).unwrap().0
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// );
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// }
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//self.textured_vertex_buffer.pop();
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}
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// }
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}
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fn get_solid_color_descriptor_set(&self, kernel: Arc<CanvasShader>) -> 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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kernel.clone().get_pipeline().clone(), 0,
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@@ -414,32 +422,36 @@ impl CanvasState {
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// Solid colors
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let mut shader = self.shader_buffers.get("color-passthrough").unwrap().clone();
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// This looks a little weird as colored_vertex_buffer is a vec of GPU allocated vecs.
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// But we can pass in multiple vertex buffers
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if !self.colored_vertex_buffer.is_empty() {
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command_buffer = command_buffer.draw(
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shader.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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).unwrap();
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}
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// Images
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let mut shader = self.shader_buffers.get("simple_texture").unwrap().clone();
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if !self.textured_vertex_buffer.is_empty() {
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let handle = self.get_texture_handle(String::from("funky-bird.jpg")).unwrap().clone();
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// TODO : BAD BAD BAD. SELECTS FIRST TEXTURE ONLY!!!!!!!!!!!!
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let descriptor_set = self.texture_buffers.first().clone().unwrap().clone()
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.get_descriptor_set(shader.clone(), self.sampler.clone());
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let vertex_buffer = self.textured_vertex_buffer.get(&handle).unwrap().clone();
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println!("{:?}", self.texture_buffers.len());
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command_buffer = command_buffer.draw(
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shader.get_pipeline().clone(),
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&self.dynamic_state.clone(), vec![vertex_buffer],
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vec![descriptor_set], ()
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vec![descriptor_set], (),
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).unwrap();
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}
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/*for (shader_type, kernel) in self.shader_kernels.clone().iter() {
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match shader_type {
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ShaderType::SOLID => {
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50
src/canvas_buffer.rs
Normal file
50
src/canvas_buffer.rs
Normal file
@@ -0,0 +1,50 @@
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use crate::canvas::{CanvasTextureHandle, CanvasImageHandle};
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use vulkano::image::{ImmutableImage, AttachmentImage};
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use std::sync::Arc;
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use vulkano::format::Format;
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use crate::canvas_shader::CanvasShader;
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use vulkano::sampler::Sampler;
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use vulkano::descriptor::DescriptorSet;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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#[derive(Clone)]
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pub struct CanvasTexture {
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pub(crate) handle: Arc<CanvasTextureHandle>,
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pub(crate) buffer: Arc<ImmutableImage<Format>>,
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pub(crate) name: String,
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pub(crate) size: (u32, u32),
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}
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impl CanvasTexture {
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pub fn get_descriptor_set(&self,
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shader: Arc<CanvasShader>,
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sampler: Arc<Sampler>) -> 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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shader.clone().get_pipeline().clone(), 0,
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)
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.add_sampled_image(self.buffer.clone(), sampler.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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#[derive(Clone)]
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pub struct CanvasImage {
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pub(crate) handle: Arc<CanvasImageHandle>,
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pub(crate) buffer: Arc<AttachmentImage>,
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pub(crate) size: (u32, u32),
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}
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impl CanvasImage {
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pub fn get_descriptor_set(&mut self, shader: Arc<CanvasShader>)
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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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shader.clone().get_pipeline().clone(), 0,
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)
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.add_image(self.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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@@ -1,7 +1,7 @@
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use crate::vertex_2d::{ColoredVertex2D, Vertex2D};
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use std::sync::Arc;
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use std::collections::HashMap;
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use crate::canvas::{Drawable, CanvasTextureHandle, CanvasImage, CanvasImageHandle};
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use crate::canvas::{Drawable, CanvasTextureHandle, CanvasImageHandle};
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pub struct CanvasFrame {
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pub colored_drawables: Vec<ColoredVertex2D>,
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@@ -1,7 +1,7 @@
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use std::ffi::CStr;
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use vulkano::buffer::{CpuAccessibleBuffer, BufferUsage};
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use std::sync::Arc;
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use crate::canvas::{Drawable, CanvasState, CanvasImageHandle, CanvasImage, CanvasTextureHandle};
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use crate::canvas::{Drawable, CanvasState, CanvasImageHandle, CanvasTextureHandle};
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use vulkano::framebuffer::RenderPassAbstract;
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use vulkano::pipeline::{GraphicsPipelineAbstract, ComputePipeline};
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use vulkano::device::Device;
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49
src/main.rs
49
src/main.rs
@@ -9,6 +9,7 @@ extern crate nalgebra as na;
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extern crate rand;
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extern crate sfml;
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extern crate time;
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extern crate hprof;
|
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use sfml::system::*;
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use vulkano::sync;
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@@ -38,6 +39,7 @@ mod sprite;
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mod canvas;
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mod canvas_frame;
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mod canvas_shader;
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mod canvas_buffer;
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mod compu_state;
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mod compu_frame;
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@@ -45,6 +47,7 @@ mod compu_sprite;
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mod compu_kernel;
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mod compu_buffer;
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||||
|
||||
|
||||
/*
|
||||
|
||||
Alright, what the hell do I do next...
|
||||
@@ -55,6 +58,10 @@ Canvas works, but I want to use CPU accessible buffer instead of immutable buffe
|
||||
|
||||
fn main() {
|
||||
|
||||
hprof::start_frame();
|
||||
|
||||
let q1 = hprof::enter("setup");
|
||||
|
||||
let instance = {
|
||||
let extensions = vulkano_win::required_extensions();
|
||||
Instance::new(None, &extensions, None).unwrap()
|
||||
@@ -67,11 +74,16 @@ fn main() {
|
||||
let mut window = surface.window();
|
||||
|
||||
let mut processor = vkprocessor::VkProcessor::new(&instance, &surface);
|
||||
{
|
||||
let g = hprof::enter("vulkan preload");
|
||||
processor.create_swapchain(&surface);
|
||||
|
||||
processor.preload_kernels();
|
||||
processor.preload_shaders();
|
||||
processor.preload_textures();
|
||||
}
|
||||
|
||||
let q2 = hprof::enter("Game Objects");
|
||||
|
||||
let mut timer = Timer::new();
|
||||
let mut frame_future = Box::new(sync::now(processor.device.clone())) as Box<dyn GpuFuture>;
|
||||
@@ -84,10 +96,6 @@ fn main() {
|
||||
|
||||
let mut mouse_xy = Vector2i::new(0,0);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
let sprite = Sprite::new_with_color((0.,0.), (0.1,0.1), (1.,0.,0.,1.));
|
||||
let sprite2 = Sprite::new_with_color((-1.,-0.5), (0.1,0.1), (0.,1.,0.,1.));
|
||||
|
||||
@@ -105,9 +113,14 @@ fn main() {
|
||||
|
||||
let sprite3 = Sprite::new_with_texture((0.3, 0.5), (0.1,0.1), handle.clone());
|
||||
|
||||
drop(q2);
|
||||
drop(q1);
|
||||
|
||||
let l = hprof::enter("Loop");
|
||||
|
||||
let mut exit = false;
|
||||
|
||||
while let Some(p) = window.get_position() {
|
||||
|
||||
elapsed_time = timer.elap_time();
|
||||
delta_time = elapsed_time - current_time;
|
||||
current_time = elapsed_time;
|
||||
@@ -120,9 +133,7 @@ fn main() {
|
||||
accumulator_time -= step_size;
|
||||
}
|
||||
|
||||
println!("{}", delta_time);
|
||||
|
||||
let mut exit = false;
|
||||
// println!("{}", delta_time);
|
||||
events_loop.poll_events(|event| {
|
||||
match event {
|
||||
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
|
||||
@@ -133,7 +144,6 @@ fn main() {
|
||||
processor.recreate_swapchain(&surface);
|
||||
},
|
||||
Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
|
||||
|
||||
match keyboard_input.virtual_keycode.unwrap() {
|
||||
VirtualKeyCode::A => {
|
||||
if keyboard_input.state == ElementState::Pressed {
|
||||
@@ -151,25 +161,32 @@ fn main() {
|
||||
});
|
||||
|
||||
if exit {
|
||||
return;
|
||||
break;
|
||||
}
|
||||
|
||||
let mut compu_frame = CompuFrame::new();
|
||||
compu_frame.add(compute_buffer.clone(), compute_kernel.clone());
|
||||
compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1);
|
||||
// compu_frame.add(compute_buffer.clone(), compute_kernel.clone());
|
||||
// compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1);
|
||||
|
||||
let mut canvas = CanvasFrame::new();
|
||||
canvas.draw(&sprite);
|
||||
canvas.draw(&sprite2);
|
||||
canvas.draw(&sprite3);
|
||||
canvas.draw(&compu_sprite1);
|
||||
|
||||
//canvas.draw(&sprite2);
|
||||
//canvas.draw(&sprite3);
|
||||
//canvas.draw(&compu_sprite1);
|
||||
{
|
||||
let g = hprof::enter("Run");
|
||||
(frame_future) = processor.run(&surface, frame_future,
|
||||
canvas,
|
||||
compu_frame);
|
||||
}
|
||||
}
|
||||
|
||||
drop(l);
|
||||
|
||||
hprof::end_frame();
|
||||
hprof::profiler().print_timing();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
|
||||
use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
|
||||
use vulkano::instance::{Instance, PhysicalDevice};
|
||||
use vulkano::sync::{GpuFuture, FlushError};
|
||||
use vulkano::sync::{GpuFuture, FlushError, NowFuture};
|
||||
use vulkano::sync::now;
|
||||
use vulkano::sync;
|
||||
use std::sync::Arc;
|
||||
use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError, Capabilities};
|
||||
use vulkano::image::swapchain::SwapchainImage;
|
||||
use winit::{Window};
|
||||
use winit::Window;
|
||||
use crate::compu_state::CompuState;
|
||||
use vulkano::image::ImageUsage;
|
||||
use crate::compu_frame::CompuFrame;
|
||||
@@ -16,7 +17,6 @@ use crate::compu_kernel::{CompuKernel, CompuKernelHandle};
|
||||
use crate::compu_buffer::{CompuBuffers, CompuBufferHandle};
|
||||
|
||||
pub struct VkProcessor<'a> {
|
||||
|
||||
// Vulkan state fields
|
||||
pub instance: Arc<Instance>,
|
||||
pub physical: PhysicalDevice<'a>,
|
||||
@@ -38,7 +38,6 @@ pub struct VkProcessor<'a> {
|
||||
|
||||
|
||||
impl<'a> VkProcessor<'a> {
|
||||
|
||||
pub fn new(instance: &'a Arc<Instance>, surface: &'a Arc<Surface<Window>>) -> VkProcessor<'a> {
|
||||
let physical = PhysicalDevice::enumerate(instance).next().unwrap();
|
||||
|
||||
@@ -141,10 +140,7 @@ impl<'a> VkProcessor<'a> {
|
||||
self.compute_state.new_kernel(String::from("simple-homogenize.compute"), self.device.clone());
|
||||
self.compute_state.new_kernel(String::from("simple-edge.compute"), self.device.clone());
|
||||
}
|
||||
pub fn preload_shaders(&mut self) {
|
||||
|
||||
}
|
||||
|
||||
pub fn preload_shaders(&mut self) {}
|
||||
pub fn get_texture_handle(&self, texture_name: String) -> Option<Arc<CanvasTextureHandle>> {
|
||||
self.canvas.get_texture_handle(texture_name)
|
||||
}
|
||||
@@ -183,10 +179,11 @@ impl<'a> VkProcessor<'a> {
|
||||
compute_frame: CompuFrame,
|
||||
)
|
||||
-> Box<dyn GpuFuture> {
|
||||
{
|
||||
let g = hprof::enter("Waiting at queue");
|
||||
self.queue.wait();
|
||||
}
|
||||
|
||||
// take the canvas frame and create the vertex buffers
|
||||
// TODO: This performs gpu buffer creation. Shouldn't be in hotpath
|
||||
self.canvas.draw(canvas_frame);
|
||||
|
||||
let mut framebuffers =
|
||||
self.canvas.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
|
||||
@@ -214,20 +211,33 @@ impl<'a> VkProcessor<'a> {
|
||||
Err(err) => panic!("{:?}", err)
|
||||
};
|
||||
|
||||
let future = frame_future.join(acquire_future);
|
||||
{
|
||||
let g = hprof::enter("Canvas creates GPU buffers");
|
||||
// take the canvas frame and create the vertex buffers
|
||||
// TODO: This performs gpu buffer creation. Shouldn't be in hotpath
|
||||
self.canvas.draw(canvas_frame);
|
||||
}
|
||||
|
||||
let mut command_buffer =
|
||||
AutoCommandBufferBuilder::primary_one_time_submit(self.device.clone(), self.queue.family()).unwrap();
|
||||
|
||||
let g = hprof::enter("Push compute commands to command buffer");
|
||||
// Add the compute commands
|
||||
let mut command_buffer = self.compute_state.compute_commands(compute_frame, command_buffer, &self.canvas);
|
||||
// let mut command_buffer = self.compute_state.compute_commands(compute_frame, command_buffer, &self.canvas);
|
||||
drop(g);
|
||||
|
||||
let g = hprof::enter("Push draw commands to command buffer");
|
||||
// Add the draw commands
|
||||
let mut command_buffer = self.canvas.draw_commands(command_buffer, framebuffers, image_num);
|
||||
// let mut command_buffer = self.canvas.draw_commands(command_buffer, framebuffers, image_num);
|
||||
drop(g);
|
||||
|
||||
// And build
|
||||
let command_buffer = command_buffer.build().unwrap();
|
||||
|
||||
// Wait on the previous frame, then execute the command buffer and present the image
|
||||
let future = frame_future.join(acquire_future)
|
||||
|
||||
let future = future //frame_future.join(acquire_future)
|
||||
.then_execute(self.queue.clone(), command_buffer).unwrap()
|
||||
.then_swapchain_present(self.queue.clone(), self.swapchain.clone().unwrap().clone(), image_num)
|
||||
.then_signal_fence_and_flush();
|
||||
|
||||
Reference in New Issue
Block a user