pulled out the draw call. forgot to allocate buffers
This commit is contained in:
@@ -3,6 +3,16 @@ layout(location = 0) in vec4 out_color;
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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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@@ -5,6 +5,12 @@ layout(location = 1) in vec4 color;
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layout(location = 0) out vec4 out_color;
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void main() {
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out_color = color;
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// out_color = color;
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gl_Position = vec4(position, 0.0, 1.0);
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}
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102
src/canvas.rs
102
src/canvas.rs
@@ -95,6 +95,52 @@ pub enum ShaderType {
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COMPUTE = 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<String, Vec<Vertex2D>>,
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}
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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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}
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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, drawable: &dyn Drawable) {
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match drawable.get_texture_id() {
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Some(id) => {
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self.textured_drawables
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.entry(id)
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.or_insert(Vec::new())
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.extend(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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},
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None => {
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let colors = drawable.get_color();
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self.colored_drawables.extend(
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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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}
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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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@@ -108,6 +154,8 @@ pub struct Canvas {
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texture_store: HashMap<String, Arc<ImmutableImage<Format>>>,
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dynamic_state: DynamicState,
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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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@@ -139,12 +187,14 @@ impl Canvas {
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shader_kernels: shader_kernels,
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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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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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}
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}
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}
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// TODO Handle file not found gracefully
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@@ -200,37 +250,12 @@ impl Canvas {
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self.texture_store.insert(filename, texture.clone());
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texture
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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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pub fn draw(&mut self, drawable: &dyn Drawable) {
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match drawable.get_texture_id() {
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Some(id) => {
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self.textured_drawables
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.entry(id)
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.or_insert(Vec::new())
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.extend(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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},
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None => {
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let colors = drawable.get_color();
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self.colored_drawables.extend(
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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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}
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)
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);
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}
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}
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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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}
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@@ -313,6 +338,7 @@ impl Canvas {
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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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@@ -322,8 +348,6 @@ impl Canvas {
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// Specify the color to clear the framebuffer with i.e. blue
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let clear_values = vec!(ClearValue::Float([0.0, 0.0, 1.0, 1.0]));
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let dynamic_state = DynamicState { line_width: None, viewports: None, scissors: None };
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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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).unwrap();
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@@ -334,8 +358,9 @@ impl Canvas {
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ShaderType::SOLID => {
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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.colored_vertex_buffer.clone(),
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vec![self.get_solid_color_descriptor_set()], ()
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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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ShaderType::TEXTURED => {
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@@ -355,21 +380,18 @@ impl Canvas {
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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(&self,
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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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let mut dynamic_state = DynamicState {
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line_width: None,
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viewports: Some(vec![Viewport {
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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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scissors: None
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};
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}]);
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images.iter().map(|image| {
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Arc::new(
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@@ -19,6 +19,7 @@ use winit::{EventsLoop, WindowBuilder, WindowEvent, Event, DeviceEvent, VirtualK
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use winit::dpi::LogicalSize;
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use vulkano_win::VkSurfaceBuild;
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use sprite::Sprite;
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use crate::canvas::CanvasFrame;
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mod util;
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@@ -62,7 +63,7 @@ fn main() {
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let mut mouse_xy = Vector2i::new(0,0);
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Sprite::new_with_color((0.,0.), (0,0), (0.,0.,0.,0.));
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let sprite = Sprite::new_with_color((0.,0.), (0,0), (0.,0.,0.,0.));
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while let Some(p) = window.get_position() {
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@@ -110,9 +111,10 @@ fn main() {
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return;
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}
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let mut canvas = CanvasFrame::new();
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canvas.draw(&sprite);
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(frame_future) = processor.run(&surface, frame_future);
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(frame_future) = processor.run(&surface, frame_future, canvas);
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}
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}
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@@ -130,8 +130,11 @@ impl ShaderKernels {
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GraphicsShaderType::Vertex))
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};
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let render_pass = Arc::new(vulkano::single_pass_renderpass!(
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device.clone(),
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// Attachments are outgoing like f_color
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attachments: {
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// `color` is a custom name we give to the first and only attachment.
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color: {
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@@ -153,6 +156,7 @@ impl ShaderKernels {
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pass: {
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// We use the attachment named `color` as the one and only color attachment.
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color: [color],
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//color: [],
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// No depth-stencil attachment is indicated with empty brackets.
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depth_stencil: {}
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}
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@@ -9,7 +9,7 @@ use vulkano::image::swapchain::SwapchainImage;
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use winit::{Window};
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use crate::util::compute_kernel::ComputeKernel;
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use crate::util::compute_image::ComputeImage;
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use crate::canvas::Canvas;
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use crate::canvas::{Canvas, CanvasFrame};
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pub struct VkProcessor<'a> {
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@@ -146,9 +146,15 @@ impl<'a> VkProcessor<'a> {
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self.compute_image.clone().unwrap().clone().save_image();
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}
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pub fn get_canvas(&mut self) -> &Canvas {
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&self.canvas
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}
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pub fn run(&mut self,
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surface: &'a Arc<Surface<Window>>,
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mut frame_future: Box<dyn GpuFuture>,
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surface: &'a Arc<Surface<Window>>,
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mut frame_future: Box<dyn GpuFuture>,
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canvas_frame: CanvasFrame,
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) -> Box<dyn GpuFuture> {
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let mut framebuffers =
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self.canvas.window_size_dependent_setup(&self.swapchain_images.clone().unwrap().clone());
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@@ -190,6 +196,8 @@ impl<'a> VkProcessor<'a> {
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.copy_buffer_to_image(self.compute_image.clone().unwrap().clone().rw_buffers.get(0).unwrap().clone(),
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self.compute_image.clone().unwrap().clone().get_swap_buffer().clone()).unwrap();
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self.canvas.draw(canvas_frame);
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self.canvas.allocate_vertex_buffers(self.device.clone());
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let mut command_buffer = self.canvas.draw_commands(command_buffer, framebuffers, image_num);
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