vulkano-testing/src/app.rs
CanadianBaconBoi bc0b8be368 Initial Commit
Working Vulkano test
2025-07-13 18:28:04 +02:00

316 lines
11 KiB
Rust

use std::sync::Arc;
use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
use vulkano::command_buffer::{CommandBufferExecFuture, PrimaryAutoCommandBuffer};
use vulkano::device::{DeviceExtensions};
use vulkano::image::{Image};
use vulkano::image::view::ImageView;
use vulkano::instance::{Instance, InstanceCreateFlags, InstanceCreateInfo};
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryTypeFilter};
use vulkano::render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass};
use vulkano::shader::ShaderModule;
use vulkano::swapchain::{PresentFuture, Surface, SwapchainAcquireFuture, SwapchainCreateInfo, SwapchainPresentInfo};
use vulkano::{swapchain, sync, Validated, VulkanError, VulkanLibrary};
use vulkano::sync::future::{FenceSignalFuture, JoinFuture};
use vulkano::sync::GpuFuture;
use winit::application::ApplicationHandler;
use winit::event::{WindowEvent};
use winit::event_loop::ActiveEventLoop;
use winit::platform::x11::WindowAttributesExtX11;
use winit::window::{Window, WindowId};
use crate::util::{MyVertex, VulkanoWrapper};
#[derive(Default)]
pub(crate) struct App {
window: Option<Window>,
wrapper: Option<Arc<VulkanoWrapper>>,
vs: Option<Arc<ShaderModule>>,
fs: Option<Arc<ShaderModule>>,
command_buffers: Option<Vec<Arc<PrimaryAutoCommandBuffer>>>,
queue: Option<Arc<vulkano::device::Queue>>,
vertex_buffer: Option<Subbuffer<[MyVertex]>>,
pipeline: Option<Arc<vulkano::pipeline::GraphicsPipeline>>,
framebuffers: Option<Vec<Arc<Framebuffer>>>,
fences: Option<Vec<Option<Arc<FenceSignalFuture<PresentFuture<CommandBufferExecFuture<JoinFuture<Box<dyn GpuFuture>, SwapchainAcquireFuture>>>>>>>>,
previous_fence_i: usize,
window_resized: bool,
recreate_swapchain: bool,
}
fn get_framebuffers(
images: &[Arc<Image>],
render_pass: &Arc<RenderPass>,
) -> Vec<Arc<Framebuffer>> {
images
.iter()
.map(|image| {
let view = ImageView::new_default(image.clone()).unwrap();
Framebuffer::new(
render_pass.clone(),
FramebufferCreateInfo {
attachments: vec![view],
..Default::default()
},
)
.unwrap()
})
.collect::<Vec<_>>()
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
println!("Application resumed");
self.window = Some(event_loop.create_window(
Window::default_attributes()
.with_base_size(winit::dpi::LogicalSize::new(1024.0, 768.0))
.with_title("Hello, world!"),
).unwrap());
let window = self.window.as_ref().unwrap();
let library = VulkanLibrary::new().expect("failed to load Vulkan library");
let required_extensions = Surface::required_extensions(&event_loop).unwrap();
let instance = Instance::new(
library,
InstanceCreateInfo {
flags: InstanceCreateFlags::ENUMERATE_PORTABILITY,
enabled_extensions: required_extensions,
..Default::default()
},
).expect("failed to create instance");
self.wrapper = Some(Arc::new(VulkanoWrapper::new(instance, window, DeviceExtensions {
khr_swapchain: true,
..DeviceExtensions::empty()
})));
let wrapper = if let Some(wrapper) = self.wrapper.as_ref() {wrapper} else {panic!("wrapper has disappeared")};
self.framebuffers = Some(get_framebuffers(&wrapper.images, &wrapper.render_pass));
self.queue = Some(wrapper.queues.first().unwrap().clone());
let vertex1 = MyVertex {
position: [-0.5, -0.5],
};
let vertex2 = MyVertex {
position: [0.0, 0.5],
};
let vertex3 = MyVertex {
position: [0.5, -0.25],
};
self.vertex_buffer = Some(Buffer::from_iter(
wrapper.memory_allocator.clone(),
BufferCreateInfo {
usage: BufferUsage::VERTEX_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
vec![vertex1, vertex2, vertex3],
).unwrap());
self.vs = Some(vs::load(wrapper.device.clone()).expect("failed to create shader module"));
self.fs = Some(fs::load(wrapper.device.clone()).expect("failed to create shader module"));
self.pipeline = Some(wrapper.get_pipeline(
self.vs.clone().unwrap(),
self.fs.clone().unwrap(),
wrapper.render_pass.clone(),
wrapper.viewport.read().unwrap().clone(),
));
self.command_buffers = Some(wrapper.get_command_buffers(
&self.queue.clone().unwrap(),
&self.pipeline.clone().unwrap(),
&self.framebuffers.clone().unwrap(),
&self.vertex_buffer.clone().unwrap(),
));
let frames_in_flight = wrapper.images.len();
self.fences = Some(vec![None; frames_in_flight]);
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, id: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => {
println!("The close button was pressed; stopping");
event_loop.exit();
},
WindowEvent::RedrawRequested => {
println!("{}", self.previous_fence_i);
// Redraw the application.
//
// It's preferable for applications that do not render continuously to render in
// this event rather than in AboutToWait, since rendering in here allows
// the program to gracefully handle redraws requested by the OS.
// Draw.
let wrapper = if let Some(wrapper) = self.wrapper.clone() {wrapper} else {panic!("wrapper has disappeared")};
let queue = self.queue.clone().unwrap();
let swapchain = wrapper.swapchain.read().unwrap().clone();
let (image_i, suboptimal, acquire_future) =
match swapchain::acquire_next_image(swapchain.clone(), None)
.map_err(Validated::unwrap)
{
Ok(r) => r,
Err(VulkanError::OutOfDate) => {
self.recreate_swapchain = true;
return;
}
Err(e) => panic!("failed to acquire next image: {e}"),
};
if suboptimal {
self.recreate_swapchain = true;
}
let fences = self.fences.as_mut().unwrap();
if let Some(image_fence) = &fences[image_i as usize] {
image_fence.wait(None).unwrap();
}
let previous_future = match fences[self.previous_fence_i].clone() {
// Create a `NowFuture`.
None => {
let mut now = sync::now(wrapper.device.clone());
now.cleanup_finished();
now.boxed()
}
// Use the existing `FenceSignalFuture`.
Some(fence) => fence.boxed(),
};
let future = previous_future
.join(acquire_future)
.then_execute(queue.clone(), self.command_buffers.clone().unwrap()[image_i as usize].clone())
.unwrap()
.then_swapchain_present(
queue.clone(),
SwapchainPresentInfo::swapchain_image_index(swapchain.clone(), image_i),
)
.then_signal_fence_and_flush();
fences[image_i as usize] = match future.map_err(Validated::unwrap) {
Ok(value) => Some(Arc::new(value)),
Err(VulkanError::OutOfDate) => {
self.recreate_swapchain = true;
None
}
Err(e) => {
println!("failed to flush future: {e}");
None
}
};
self.previous_fence_i = image_i as usize;
// Queue a RedrawRequested event.
//
// You only need to call this if you've determined that you need to redraw in
// applications which do not always need to. Applications that redraw continuously
// can render here instead.
//self.window.as_ref().unwrap().request_redraw();
},
WindowEvent::Resized(_) => {
self.window_resized = true;
},
_ => (),
}
}
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
if self.recreate_swapchain {
self.recreate_swapchain = false;
let new_dimensions = if let Some(window) = &self.window {
window.inner_size()
} else {
panic!("window is None");
};
let wrapper = if let Some(wrapper) = self.wrapper.clone() {wrapper} else {panic!("wrapper has disappeared")};
let (new_swapchain, new_images) = wrapper.swapchain.read().unwrap()
.recreate(SwapchainCreateInfo {
// Here, `image_extend` will correspond to the window dimensions.
image_extent: new_dimensions.into(),
..wrapper.swapchain.read().unwrap().create_info()
})
.expect("failed to recreate swapchain: {e}");
*wrapper.swapchain.write().unwrap() = new_swapchain;
let new_framebuffers = get_framebuffers(&new_images, &wrapper.render_pass);
self.framebuffers = Some(new_framebuffers);
if self.window_resized {
self.window_resized = false;
let mut viewport = wrapper.viewport.write().unwrap();
viewport.extent[0] = new_dimensions.width as f32;
self.pipeline = Some(wrapper.get_pipeline(
self.vs.clone().unwrap(),
self.fs.clone().unwrap(),
wrapper.render_pass.clone(),
viewport.clone(),
));
self.command_buffers = Some(wrapper.get_command_buffers(
&self.queue.clone().unwrap(),
&self.pipeline.clone().unwrap(),
&self.framebuffers.clone().unwrap(),
&self.vertex_buffer.clone().unwrap(),
));
}
}
}
}
mod vs {
vulkano_shaders::shader! {
ty: "vertex",
src: "
#version 460
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
",
}
}
mod fs {
vulkano_shaders::shader! {
ty: "fragment",
src: "
#version 460
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}
",
}
}