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Florian RICHER 2024-12-11 14:03:40 +01:00
parent e58a357381
commit 6743fe8fdd
3 changed files with 1 additions and 259 deletions

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@ -30,16 +30,8 @@ impl App {
pub fn new(event_loop: &EventLoop<()>) -> Self {
let library = VulkanLibrary::new().unwrap();
// The first step of any Vulkan program is to create an instance.
//
// When we create an instance, we have to pass a list of extensions that we want to enable.
//
// All the window-drawing functionalities are part of non-core extensions that we need to
// enable manually. To do so, we ask `Surface` for the list of extensions required to draw
// to a window.
let required_extensions = Surface::required_extensions(event_loop).unwrap();
// Now creating the instance.
let instance = Instance::new(
library,
InstanceCreateInfo {
@ -57,69 +49,31 @@ impl App {
)
.unwrap();
// Choose device extensions that we're going to use. In order to present images to a
// surface, we need a `Swapchain`, which is provided by the `khr_swapchain` extension.
let mut device_extensions = DeviceExtensions {
khr_swapchain: true,
..DeviceExtensions::empty()
};
// We then choose which physical device to use. First, we enumerate all the available
// physical devices, then apply filters to narrow them down to those that can support our
// needs.
let (physical_device, queue_family_index) = instance
.enumerate_physical_devices()
.unwrap()
.filter(|p| {
// For this example, we require at least Vulkan 1.3, or a device that has the
// `khr_dynamic_rendering` extension available.
p.api_version() >= Version::V1_3 || p.supported_extensions().khr_dynamic_rendering
})
.filter(|p| {
// Some devices may not support the extensions or features that your application,
// or report properties and limits that are not sufficient for your application.
// These should be filtered out here.
p.supported_extensions().contains(&device_extensions)
})
.filter_map(|p| {
// For each physical device, we try to find a suitable queue family that will
// execute our draw commands.
//
// Devices can provide multiple queues to run commands in parallel (for example a
// draw queue and a compute queue), similar to CPU threads. This is something you
// have to have to manage manually in Vulkan. Queues of the same type belong to the
// same queue family.
//
// Here, we look for a single queue family that is suitable for our purposes. In a
// real-world application, you may want to use a separate dedicated transfer queue
// to handle data transfers in parallel with graphics operations. You may also need
// a separate queue for compute operations, if your application uses those.
p.queue_family_properties()
.iter()
.enumerate()
.position(|(i, q)| {
// We select a queue family that supports graphics operations. When drawing
// to a window surface, as we do in this example, we also need to check
// that queues in this queue family are capable of presenting images to the
// surface.
q.queue_flags.intersects(QueueFlags::GRAPHICS)
&& p.presentation_support(i as u32, event_loop).unwrap()
})
// The code here searches for the first queue family that is suitable. If none
// is found, `None` is returned to `filter_map`, which disqualifies this
// physical device.
.map(|i| (p, i as u32))
})
// All the physical devices that pass the filters above are suitable for the
// application. However, not every device is equal, some are preferred over others.
// Now, we assign each physical device a score, and pick the device with the lowest
// ("best") score.
//
// In this example, we simply select the best-scoring device to use in the application.
// In a real-world setting, you may want to use the best-scoring device only as a
// "default" or "recommended" device, and let the user choose the device themself.
.min_by_key(|(p, _)| {
// We assign a lower score to device types that are likely to be faster/better.
match p.properties().device_type {
PhysicalDeviceType::DiscreteGpu => 0,
PhysicalDeviceType::IntegratedGpu => 1,
@ -131,68 +85,36 @@ impl App {
})
.expect("no suitable physical device found");
// Some little debug infos.
println!(
"Using device: {} (type: {:?})",
physical_device.properties().device_name,
physical_device.properties().device_type,
);
// If the selected device doesn't have Vulkan 1.3 available, then we need to enable the
// `khr_dynamic_rendering` extension manually. This extension became a core part of Vulkan
// in version 1.3 and later, so it's always available then and it does not need to be
// enabled. We can be sure that this extension will be available on the selected physical
// device, because we filtered out unsuitable devices in the device selection code above.
if physical_device.api_version() < Version::V1_3 {
device_extensions.khr_dynamic_rendering = true;
}
// Now initializing the device. This is probably the most important object of Vulkan.
//
// An iterator of created queues is returned by the function alongside the device.
let (device, mut queues) = Device::new(
// Which physical device to connect to.
physical_device,
DeviceCreateInfo {
// The list of queues that we are going to use. Here we only use one queue, from
// the previously chosen queue family.
queue_create_infos: vec![QueueCreateInfo {
queue_family_index,
..Default::default()
}],
// A list of optional features and extensions that our program needs to work
// correctly. Some parts of the Vulkan specs are optional and must be enabled
// manually at device creation. In this example the only things we are going to
// need are the `khr_swapchain` extension that allows us to draw to a window, and
// `khr_dynamic_rendering` if we don't have Vulkan 1.3 available.
enabled_extensions: device_extensions,
// In order to render with Vulkan 1.3's dynamic rendering, we need to enable it
// here. Otherwise, we are only allowed to render with a render pass object, as in
// the standard triangle example. The feature is required to be supported by the
// device if it supports Vulkan 1.3 and higher, or if the `khr_dynamic_rendering`
// extension is available, so we don't need to check for support.
enabled_features: DeviceFeatures {
dynamic_rendering: true,
..DeviceFeatures::empty()
},
..Default::default()
},
)
.unwrap();
// Since we can request multiple queues, the `queues` variable is in fact an iterator. We
// only use one queue in this example, so we just retrieve the first and only element of
// the iterator.
let queue = queues.next().unwrap();
let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
// Before we can start creating and recording command buffers, we need a way of allocating
// them. Vulkano provides a command buffer allocator, which manages raw Vulkan command
// pools underneath and provides a safe interface for them.
let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new(
device.clone(),
Default::default(),
@ -245,21 +167,12 @@ impl ApplicationHandler for App {
WindowEvent::RedrawRequested => {
let window_size = rcx.window.inner_size();
// Do not draw the frame when the screen size is zero. On Windows, this can occur
// when minimizing the application.
if window_size.width == 0 || window_size.height == 0 {
return;
}
// It is important to call this function from time to time, otherwise resources
// will keep accumulating and you will eventually reach an out of memory error.
// Calling this function polls various fences in order to determine what the GPU
// has already processed, and frees the resources that are no longer needed.
rcx.previous_frame_end.as_mut().unwrap().cleanup_finished();
// Whenever the window resizes we need to recreate everything dependent on the
// window size. In this example that includes the swapchain, the framebuffers and
// the dynamic state viewport.
if rcx.recreate_swapchain {
let (new_swapchain, new_images) = rcx
.swapchain
@ -270,23 +183,11 @@ impl ApplicationHandler for App {
.expect("failed to recreate swapchain");
rcx.swapchain = new_swapchain;
// Now that we have new swapchain images, we must create new image views from
// them as well.
rcx.attachment_image_views = window_size_dependent_setup(&new_images);
rcx.viewport.extent = window_size.into();
rcx.recreate_swapchain = false;
}
// Before we can draw on the output, we have to *acquire* an image from the
// swapchain. If no image is available (which happens if you submit draw commands
// too quickly), then the function will block. This operation returns the index of
// the image that we are allowed to draw upon.
//
// This function can block if no image is available. The parameter is an optional
// timeout after which the function call will return an error.
let (image_index, suboptimal, acquire_future) = match acquire_next_image(
rcx.swapchain.clone(),
None,
@ -301,23 +202,10 @@ impl ApplicationHandler for App {
Err(e) => panic!("failed to acquire next image: {e}"),
};
// `acquire_next_image` can be successful, but suboptimal. This means that the
// swapchain image will still work, but it may not display correctly. With some
// drivers this can be when the window resizes, but it may not cause the swapchain
// to become out of date.
if suboptimal {
rcx.recreate_swapchain = true;
}
// In order to draw, we have to record a *command buffer*. The command buffer
// object holds the list of commands that are going to be executed.
//
// Recording a command buffer is an expensive operation (usually a few hundred
// microseconds), but it is known to be a hot path in the driver and is expected to
// be optimized.
//
// Note that we have to pass a queue family when we create the command buffer. The
// command buffer will only be executable on that given queue family.
let mut builder = AutoCommandBufferBuilder::primary(
self.command_buffer_allocator.clone(),
self.queue.queue_family_index(),
@ -326,37 +214,18 @@ impl ApplicationHandler for App {
.unwrap();
builder
// Before we can draw, we have to *enter a render pass*. We specify which
// attachments we are going to use for rendering here, which needs to match
// what was previously specified when creating the pipeline.
.begin_rendering(RenderingInfo {
// As before, we specify one color attachment, but now we specify the image
// view to use as well as how it should be used.
color_attachments: vec![Some(RenderingAttachmentInfo {
// `Clear` means that we ask the GPU to clear the content of this
// attachment at the start of rendering.
load_op: AttachmentLoadOp::Clear,
// `Store` means that we ask the GPU to store the rendered output in
// the attachment image. We could also ask it to discard the result.
store_op: AttachmentStoreOp::Store,
// The value to clear the attachment with. Here we clear it with a blue
// color.
//
// Only attachments that have `AttachmentLoadOp::Clear` are provided
// with clear values, any others should use `None` as the clear value.
clear_value: Some([0.0, 0.0, 0.0, 1.0].into()),
..RenderingAttachmentInfo::image_view(
// We specify image view corresponding to the currently acquired
// swapchain image, to use for this attachment.
rcx.attachment_image_views[image_index as usize].clone(),
)
})],
..Default::default()
})
.unwrap()
// We are now inside the first subpass of the render pass.
//
// TODO: Document state setting and how it affects subsequent draw commands.
.set_viewport(0, [rcx.viewport.clone()].into_iter().collect())
.unwrap();
@ -365,11 +234,9 @@ impl ApplicationHandler for App {
}
builder
// We leave the render pass.
.end_rendering()
.unwrap();
// Finish recording the command buffer by calling `end`.
let command_buffer = builder.build().unwrap();
let future = rcx
@ -379,14 +246,6 @@ impl ApplicationHandler for App {
.join(acquire_future)
.then_execute(self.queue.clone(), command_buffer)
.unwrap()
// The color output is now expected to contain our triangle. But in order to
// show it on the screen, we have to *present* the image by calling
// `then_swapchain_present`.
//
// This function does not actually present the image immediately. Instead it
// submits a present command at the end of the queue. This means that it will
// only be presented once the GPU has finished executing the command buffer
// that draws the triangle.
.then_swapchain_present(
self.queue.clone(),
SwapchainPresentInfo::swapchain_image_index(