rename renderer to vulkan
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8 changed files with 11 additions and 11 deletions
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@ -1,111 +0,0 @@
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use std::collections::BTreeMap;
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use std::error::Error;
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use std::sync::Arc;
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use vulkano::descriptor_set::layout::{
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DescriptorSetLayoutBinding, DescriptorSetLayoutCreateInfo, DescriptorType,
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};
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use vulkano::device::Device;
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use vulkano::pipeline::graphics::color_blend::{ColorBlendAttachmentState, ColorBlendState};
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use vulkano::pipeline::graphics::input_assembly::InputAssemblyState;
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use vulkano::pipeline::graphics::multisample::MultisampleState;
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use vulkano::pipeline::graphics::rasterization::RasterizationState;
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use vulkano::pipeline::graphics::subpass::PipelineRenderingCreateInfo;
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use vulkano::pipeline::graphics::vertex_input::{Vertex, VertexDefinition};
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use vulkano::pipeline::graphics::viewport::ViewportState;
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use vulkano::pipeline::graphics::GraphicsPipelineCreateInfo;
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use vulkano::pipeline::layout::{PipelineDescriptorSetLayoutCreateInfo, PipelineLayoutCreateFlags};
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use vulkano::pipeline::{
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DynamicState, GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo,
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};
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use vulkano::shader::{EntryPoint, ShaderStages};
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use vulkano::swapchain::Swapchain;
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use crate::renderer::Vertex2D;
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pub mod shaders {
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pub mod vs {
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vulkano_shaders::shader! {
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ty: "vertex",
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path: r"res/shaders/vertex.vert",
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}
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}
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pub mod fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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path: r"res/shaders/vertex.frag",
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}
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}
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}
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pub fn create_triangle_pipeline(
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device: &Arc<Device>,
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swapchain: &Arc<Swapchain>,
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) -> Result<Arc<GraphicsPipeline>, Box<dyn Error>> {
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let (vs, fs) = load_shaders(device)?;
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let vertex_input_state = Vertex2D::per_vertex().definition(&vs)?;
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let stages = [
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PipelineShaderStageCreateInfo::new(vs),
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PipelineShaderStageCreateInfo::new(fs),
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];
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let mut bindings = BTreeMap::<u32, DescriptorSetLayoutBinding>::new();
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let mut descriptor_set_layout_binding =
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DescriptorSetLayoutBinding::descriptor_type(DescriptorType::UniformBuffer);
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descriptor_set_layout_binding.stages = ShaderStages::VERTEX;
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bindings.insert(0, descriptor_set_layout_binding);
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let descriptor_set_layout = DescriptorSetLayoutCreateInfo {
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bindings,
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..Default::default()
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};
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let create_info = PipelineDescriptorSetLayoutCreateInfo {
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set_layouts: vec![descriptor_set_layout],
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flags: PipelineLayoutCreateFlags::default(),
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push_constant_ranges: vec![],
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}
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.into_pipeline_layout_create_info(device.clone())?;
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let layout = PipelineLayout::new(device.clone(), create_info)?;
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let subpass = PipelineRenderingCreateInfo {
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color_attachment_formats: vec![Some(swapchain.image_format())],
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..Default::default()
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};
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let pipeline = GraphicsPipeline::new(
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device.clone(),
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None,
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GraphicsPipelineCreateInfo {
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stages: stages.into_iter().collect(),
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vertex_input_state: Some(vertex_input_state),
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input_assembly_state: Some(InputAssemblyState::default()),
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viewport_state: Some(ViewportState::default()),
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rasterization_state: Some(RasterizationState::default()),
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multisample_state: Some(MultisampleState::default()),
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color_blend_state: Some(ColorBlendState::with_attachment_states(
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subpass.color_attachment_formats.len() as u32,
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ColorBlendAttachmentState::default(),
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)),
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dynamic_state: [DynamicState::Viewport].into_iter().collect(),
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subpass: Some(subpass.into()),
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..GraphicsPipelineCreateInfo::layout(layout)
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},
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)?;
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Ok(pipeline)
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}
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fn load_shaders(device: &Arc<Device>) -> Result<(EntryPoint, EntryPoint), Box<dyn Error>> {
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let vs = shaders::vs::load(device.clone())?
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.entry_point("main")
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.ok_or("Failed find main entry point of vertex shader".to_string())?;
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let fs = shaders::fs::load(device.clone())?
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.entry_point("main")
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.ok_or("Failed find main entry point of fragment shader".to_string())?;
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Ok((vs, fs))
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}
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