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| author | Irene Knapp <ireneista@irenes.space> | 2026-08-06 17:10:19 -0700 |
|---|---|---|
| committer | Irene Knapp <ireneista@irenes.space> | 2026-08-06 17:10:19 -0700 |
| commit | 698c9493c89fb0c41eb7a10186c6befc7ad01d79 (patch) | |
| tree | 4f55e18395c04f41bc9773b64c8339a97daa874b /src/graphics/render_state.rs | |
| parent | 26e89267c0d745793d777ad0b1157a5596258515 (diff) | |
further splitting of graphics submodules
now this is starting to feel like halfway decent organization Force-Push: yes Change-Id: I45cc4afb45e1528705680eb4192c1e9ba72f53fb
Diffstat (limited to 'src/graphics/render_state.rs')
| -rw-r--r-- | src/graphics/render_state.rs | 574 |
1 files changed, 574 insertions, 0 deletions
diff --git a/src/graphics/render_state.rs b/src/graphics/render_state.rs new file mode 100644 index 0000000..d8a607c --- /dev/null +++ b/src/graphics/render_state.rs @@ -0,0 +1,574 @@ +#![deny(unsafe_code)] +use crate::error::*; +use crate::graphics::permanent::{ + PermanentGraphicsState, GraphicsStateForReinit +}; +use crate::graphics::util::{ + allocate_buffer, copy_buffer, stage_in_buffer +}; +use crate::model_loader::load_model; +use crate::graphics::window_dressing::WindowDressing; +use crate::shader_data::{ Vertex, UniformBlock, VertexPushBlock }; + +use std::mem::size_of; + +use vulkanalia::{ Device, Instance }; +use vulkanalia::vk::{ self, Handle, HasBuilder, DeviceV1_0 }; + + +// The RenderState collects the Vulkan graphics objects which need to be +// regenerated or modified when the window changes, as with WindowDressing, +// and which are also used as part of rendering. +#[derive(Debug)] +pub struct RenderState { + pub render_pass: vk::RenderPass, + + pub pipeline: vk::Pipeline, + pub pipeline_layout: vk::PipelineLayout, + + pub vertex_buffer: vk::Buffer, + vertex_buffer_memory: vk::DeviceMemory, + + pub index_buffer: vk::Buffer, + index_buffer_memory: vk::DeviceMemory, + pub index_count: usize, + + pub framebuffers: Vec<vk::Framebuffer>, + pub command_buffers: Vec<vk::CommandBuffer>, + pub descriptor_sets: Vec<vk::DescriptorSet>, +} + + +impl RenderState { + pub fn new(permanent: &PermanentGraphicsState, + for_reinit: &GraphicsStateForReinit, + window_dressing: &WindowDressing) + -> Result<Self> + { + let device = &permanent.device; + let instance = &permanent.instance; + let graphics_queue = &permanent.graphics_queue; + let physical_device = &for_reinit.physical_device; + let sample_count = for_reinit.sample_count; + let descriptor_set_layout = &for_reinit.descriptor_set_layout; + let primary_command_pool = &window_dressing.primary_command_pool; + let transient_command_pool = &window_dressing.transient_command_pool; + let swapchain = &window_dressing.swapchain; + let depth_format = &window_dressing.depth_format; + let color_image_view = &window_dressing.color_image_view; + let depth_image_view = &window_dressing.depth_image_view; + let texture_image_view = &window_dressing.texture_image_view; + let uniform_buffers = &window_dressing.uniform_buffers; + let descriptor_pool = &window_dressing.descriptor_pool; + let sampler = &window_dressing.sampler; + + let render_pass = init_render_pass(device, sample_count, + &swapchain.format, &depth_format)?; + + let (pipeline_layout, pipeline) + = init_pipeline(device, descriptor_set_layout, &swapchain.extent, + sample_count, &render_pass)?; + + let framebuffers = init_framebuffers( + device, &swapchain.extent, &swapchain.image_views, + &color_image_view, &depth_image_view, &render_pass)?; + + let (vertices, indices) = load_model()?; + let index_count = indices.len(); + + let command_buffers = init_command_buffers(device, &framebuffers, + primary_command_pool)?; + + let (vertex_buffer, vertex_buffer_memory) + = init_vertex_buffer(vertices, instance, physical_device, device, + graphics_queue, &transient_command_pool)?; + let (index_buffer, index_buffer_memory) + = init_index_buffer(indices, instance, physical_device, device, + graphics_queue, &transient_command_pool)?; + + let descriptor_sets + = init_descriptor_sets(device, descriptor_set_layout, + &uniform_buffers, &descriptor_pool, + swapchain.images.len(), + &texture_image_view, &sampler)?; + + Ok(RenderState { + render_pass, + pipeline, + pipeline_layout, + vertex_buffer, + vertex_buffer_memory, + index_buffer, + index_buffer_memory, + index_count, + framebuffers, + command_buffers, + descriptor_sets, + }) + } + + // This relies on its caller to have already waited for the device to be + // idle. + pub fn reinit(&mut self, permanent: &PermanentGraphicsState, + for_reinit: &GraphicsStateForReinit, + window_dressing: &WindowDressing) + -> Result<()> + { + let device = &permanent.device; + let sample_count = for_reinit.sample_count; + let descriptor_set_layout = &for_reinit.descriptor_set_layout; + let primary_command_pool = &window_dressing.primary_command_pool; + let swapchain = &window_dressing.swapchain; + let depth_format = &window_dressing.depth_format; + let color_image_view = &window_dressing.color_image_view; + let depth_image_view = &window_dressing.depth_image_view; + let texture_image_view = &window_dressing.texture_image_view; + let uniform_buffers = &window_dressing.uniform_buffers; + let descriptor_pool = &window_dressing.descriptor_pool; + let sampler = &window_dressing.sampler; + + self.destroy_replaceable(device, primary_command_pool); + + let render_pass = init_render_pass(device, sample_count, + &swapchain.format, &depth_format)?; + + let (pipeline_layout, pipeline) + = init_pipeline(device, descriptor_set_layout, &swapchain.extent, + sample_count, &render_pass)?; + + let framebuffers = init_framebuffers( + device, &swapchain.extent, &swapchain.image_views, + &color_image_view, &depth_image_view, &render_pass)?; + + // Notice that we reused the command pool. + let command_buffers = init_command_buffers(device, &framebuffers, + primary_command_pool)?; + + let descriptor_sets + = init_descriptor_sets(device, descriptor_set_layout, + &uniform_buffers, &descriptor_pool, + swapchain.images.len(), + texture_image_view, sampler)?; + + self.render_pass = render_pass; + self.pipeline = pipeline; + self.pipeline_layout = pipeline_layout; + self.framebuffers = framebuffers; + self.command_buffers = command_buffers; + self.descriptor_sets = descriptor_sets; + + Ok(()) + } + + // This relies on its caller to have already waited for the device to be + // idle. + #[allow(unsafe_code)] + pub fn destroy(mut self, device: &Device, + window_dressing: &WindowDressing) + { + self.destroy_replaceable(device, &window_dressing.primary_command_pool); + + unsafe { device.destroy_buffer(self.vertex_buffer, None) }; + unsafe { device.free_memory(self.vertex_buffer_memory, None) }; + + unsafe { device.destroy_buffer(self.index_buffer, None) }; + unsafe { device.free_memory(self.index_buffer_memory, None) }; + } + + #[allow(unsafe_code)] + fn destroy_replaceable(&mut self, device: &Device, + primary_command_pool: &vk::CommandPool) + { + for framebuffer in &self.framebuffers { + unsafe { device.destroy_framebuffer(*framebuffer, None) }; + } + + // Notice that we free the buffers in the pool, but do not destroy the + // pool itself. Notice also that we only do this for the primary command + // pool, because that's the only one where we've kept track of the + // buffers. We promise ourselves to free buffers in the transient pool + // immediately after using them. + unsafe { + device.free_command_buffers(*primary_command_pool, + &self.command_buffers) + }; + + unsafe { device.destroy_pipeline(self.pipeline, None) }; + unsafe { device.destroy_pipeline_layout(self.pipeline_layout, None) }; + unsafe { device.destroy_render_pass(self.render_pass, None) }; + } +} + + +#[allow(unsafe_code)] +fn init_render_pass(device: &Device, sample_count: vk::SampleCountFlags, + color_format: &vk::Format, depth_format: &vk::Format) + -> Result<vk::RenderPass> +{ + let color_attachment = vk::AttachmentDescription::builder() + .format(*color_format) + .samples(sample_count) + .load_op(vk::AttachmentLoadOp::CLEAR) + .store_op(vk::AttachmentStoreOp::STORE) + .stencil_load_op(vk::AttachmentLoadOp::DONT_CARE) + .stencil_store_op(vk::AttachmentStoreOp::DONT_CARE) + .initial_layout(vk::ImageLayout::UNDEFINED) + .final_layout(vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL); + + let color_attachment_reference = vk::AttachmentReference::builder() + .attachment(0) + .layout(vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL); + + let depth_attachment = vk::AttachmentDescription::builder() + .format(*depth_format) + .samples(sample_count) + .load_op(vk::AttachmentLoadOp::CLEAR) + .store_op(vk::AttachmentStoreOp::DONT_CARE) + .stencil_load_op(vk::AttachmentLoadOp::DONT_CARE) + .stencil_store_op(vk::AttachmentStoreOp::DONT_CARE) + .initial_layout(vk::ImageLayout::UNDEFINED) + .final_layout(vk::ImageLayout::DEPTH_STENCIL_ATTACHMENT_OPTIMAL); + + let depth_attachment_reference = vk::AttachmentReference::builder() + .attachment(1) + .layout(vk::ImageLayout::DEPTH_STENCIL_ATTACHMENT_OPTIMAL); + + let color_resolve_attachment = vk::AttachmentDescription::builder() + .format(*color_format) + .samples(vk::SampleCountFlags::_1) + .load_op(vk::AttachmentLoadOp::DONT_CARE) + .store_op(vk::AttachmentStoreOp::STORE) + .stencil_load_op(vk::AttachmentLoadOp::DONT_CARE) + .stencil_store_op(vk::AttachmentStoreOp::DONT_CARE) + .initial_layout(vk::ImageLayout::UNDEFINED) + .final_layout(vk::ImageLayout::PRESENT_SRC_KHR); + + let color_resolve_attachment_reference = vk::AttachmentReference::builder() + .attachment(2) + .layout(vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL); + + let color_attachments = [color_attachment_reference]; + let resolve_attachments = [color_resolve_attachment_reference]; + let subpass = vk::SubpassDescription::builder() + .pipeline_bind_point(vk::PipelineBindPoint::GRAPHICS) + .color_attachments(&color_attachments) + .depth_stencil_attachment(&depth_attachment_reference) + .resolve_attachments(&resolve_attachments); + + let dependency = vk::SubpassDependency::builder() + .src_subpass(vk::SUBPASS_EXTERNAL) + .src_stage_mask(vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT + | vk::PipelineStageFlags::EARLY_FRAGMENT_TESTS) + .src_access_mask(vk::AccessFlags::empty()) + .dst_subpass(0) + .dst_stage_mask(vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT + | vk::PipelineStageFlags::EARLY_FRAGMENT_TESTS) + .dst_access_mask(vk::AccessFlags::COLOR_ATTACHMENT_WRITE + | vk::AccessFlags::DEPTH_STENCIL_ATTACHMENT_WRITE); + + let render_attachments = [color_attachment, + depth_attachment, + color_resolve_attachment]; + let subpasses = [subpass]; + let dependencies = [dependency]; + let render_pass_info = vk::RenderPassCreateInfo::builder() + .attachments(&render_attachments) + .subpasses(&subpasses) + .dependencies(&dependencies); + + let render_pass = unsafe { + device.create_render_pass(&render_pass_info, None) + }?; + + Ok(render_pass) +} + + +#[allow(unsafe_code)] +fn init_pipeline(device: &Device, + descriptor_set_layout: &vk::DescriptorSetLayout, + extent: &vk::Extent2D, sample_count: vk::SampleCountFlags, + render_pass: &vk::RenderPass) + -> Result<(vk::PipelineLayout, vk::Pipeline)> +{ + let vertex_binary = include_bytes!( + concat!(env!("OUT_DIR"), "/shader.vert.spv")); + let fragment_binary = include_bytes!( + concat!(env!("OUT_DIR"), "/shader.frag.spv")); + + let vertex_module = PermanentGraphicsState::load_spirv_shader_module( + device, vertex_binary)?; + let fragment_module = PermanentGraphicsState::load_spirv_shader_module( + device, fragment_binary)?; + + let vertex_stage_info = vk::PipelineShaderStageCreateInfo::builder() + .stage(vk::ShaderStageFlags::VERTEX) + .module(vertex_module) + .name(b"main\0"); + + let fragment_stage_info = vk::PipelineShaderStageCreateInfo::builder() + .stage(vk::ShaderStageFlags::FRAGMENT) + .module(fragment_module) + .name(b"main\0"); + + let binding_descriptions = [Vertex::<f32>::binding_description()]; + let attribute_descriptions = Vertex::<f32>::attribute_descriptions(); + let vertex_input_state_info + = vk::PipelineVertexInputStateCreateInfo::builder() + .vertex_binding_descriptions(&binding_descriptions) + .vertex_attribute_descriptions(&attribute_descriptions); + + let input_assembly_state_info + = vk::PipelineInputAssemblyStateCreateInfo::builder() + .topology(vk::PrimitiveTopology::TRIANGLE_LIST) + .primitive_restart_enable(false); + + let viewport = vk::Viewport::builder() + .x(0.0) + .y(0.0) + .width(extent.width as f32) + .height(extent.height as f32) + .min_depth(0.0) + .max_depth(1.0); + let viewports = [viewport]; + + let scissor = vk::Rect2D::builder() + .offset(vk::Offset2D { x: 0, y: 0 }) + .extent(*extent); + let scissor_list = [scissor]; + + let viewport_state_info = vk::PipelineViewportStateCreateInfo::builder() + .viewports(&viewports) + .scissors(&scissor_list); + + let rasterizer_state_info = vk::PipelineRasterizationStateCreateInfo::builder() + .depth_clamp_enable(false) + .rasterizer_discard_enable(false) + .polygon_mode(vk::PolygonMode::FILL) + .line_width(1.0) + .cull_mode(vk::CullModeFlags::BACK) + .front_face(vk::FrontFace::CLOCKWISE) + .depth_bias_enable(false); + + let multisample_state_info + = vk::PipelineMultisampleStateCreateInfo::builder() + .sample_shading_enable(false) + .rasterization_samples(sample_count); + + let depth_state_info = vk::PipelineDepthStencilStateCreateInfo::builder() + .depth_test_enable(true) + .depth_write_enable(true) + .depth_compare_op(vk::CompareOp::LESS) + .depth_bounds_test_enable(false) + .min_depth_bounds(0.0) + .max_depth_bounds(1.0) + .stencil_test_enable(false); + + let blend_attachment_info = vk::PipelineColorBlendAttachmentState::builder() + .color_write_mask(vk::ColorComponentFlags::all()) + .blend_enable(false) + .src_color_blend_factor(vk::BlendFactor::ONE) + .dst_color_blend_factor(vk::BlendFactor::ZERO) + .color_blend_op(vk::BlendOp::ADD) + .src_alpha_blend_factor(vk::BlendFactor::ONE) + .dst_alpha_blend_factor(vk::BlendFactor::ZERO) + .alpha_blend_op(vk::BlendOp::ADD); + let blend_attachments = [blend_attachment_info]; + + let blend_info = vk::PipelineColorBlendStateCreateInfo::builder() + .logic_op_enable(false) + .logic_op(vk::LogicOp::COPY) + .attachments(&blend_attachments) + .blend_constants([0.0, 0.0, 0.0, 0.0]); + + let vertex_push_constant_range = vk::PushConstantRange::builder() + .stage_flags(vk::ShaderStageFlags::VERTEX) + .offset(0) + .size(size_of::<VertexPushBlock<f32>>() as u32); + + let layouts = [*descriptor_set_layout]; + let push_constant_ranges = [vertex_push_constant_range]; + let pipeline_layout_info = vk::PipelineLayoutCreateInfo::builder() + .set_layouts(&layouts) + .push_constant_ranges(&push_constant_ranges); + + let pipeline_layout = unsafe { + device.create_pipeline_layout(&pipeline_layout_info, None) + }?; + + let stages = [vertex_stage_info, fragment_stage_info]; + let pipeline_info = vk::GraphicsPipelineCreateInfo::builder() + .stages(&stages) + .vertex_input_state(&vertex_input_state_info) + .input_assembly_state(&input_assembly_state_info) + .viewport_state(&viewport_state_info) + .rasterization_state(&rasterizer_state_info) + .multisample_state(&multisample_state_info) + .depth_stencil_state(&depth_state_info) + .color_blend_state(&blend_info) + .layout(pipeline_layout) + .render_pass(*render_pass) + .subpass(0); + + let pipeline = unsafe { + device.create_graphics_pipelines(vk::PipelineCache::null(), + &[pipeline_info], None) + }?.0[0]; + + unsafe { + device.destroy_shader_module(vertex_module, None); + device.destroy_shader_module(fragment_module, None); + }; + + Ok((pipeline_layout, pipeline)) +} + + +#[allow(unsafe_code)] +fn init_framebuffers(device: &Device, extent: &vk::Extent2D, + swapchain_image_views: &Vec<vk::ImageView>, + color_image_view: &vk::ImageView, + depth_image_view: &vk::ImageView, + render_pass: &vk::RenderPass) + -> Result<Vec<vk::Framebuffer>> +{ + let mut framebuffers = Vec::new(); + + for color_resolve_image_view in swapchain_image_views { + let attachments = [*color_image_view, + *depth_image_view, + *color_resolve_image_view]; + + let framebuffer_info = vk::FramebufferCreateInfo::builder() + .render_pass(*render_pass) + .attachments(&attachments) + .width(extent.width) + .height(extent.height) + .layers(1); + + let framebuffer = unsafe { + device.create_framebuffer(&framebuffer_info, None) + }?; + + framebuffers.push(framebuffer); + } + + Ok(framebuffers) +} + + +#[allow(unsafe_code)] +fn init_command_buffers(device: &Device, + framebuffers: &Vec<vk::Framebuffer>, + command_pool: &vk::CommandPool) + -> Result<Vec<vk::CommandBuffer>> +{ + let command_buffer_allocation_info + = vk::CommandBufferAllocateInfo::builder() + .command_pool(*command_pool) + .level(vk::CommandBufferLevel::PRIMARY) + .command_buffer_count(framebuffers.len() as u32); + let command_buffers = unsafe { + device.allocate_command_buffers(&command_buffer_allocation_info) + }?; + + Ok(command_buffers) +} + + +fn init_vertex_buffer(vertices: Vec<Vertex<f32>>, instance: &Instance, + physical_device: &vk::PhysicalDevice, device: &Device, + queue: &vk::Queue, command_pool: &vk::CommandPool) + -> Result<(vk::Buffer, vk::DeviceMemory)> +{ + init_buffer(instance, physical_device, device, queue, command_pool, + vk::BufferUsageFlags::VERTEX_BUFFER, &vertices) +} + + +fn init_index_buffer(indices: Vec<u32>, instance: &Instance, + physical_device: &vk::PhysicalDevice, device: &Device, + queue: &vk::Queue, command_pool: &vk::CommandPool) + -> Result<(vk::Buffer, vk::DeviceMemory)> +{ + init_buffer(instance, physical_device, device, queue, command_pool, + vk::BufferUsageFlags::INDEX_BUFFER, &indices) +} + + +#[allow(unsafe_code)] +fn init_buffer<T>(instance: &Instance, + physical_device: &vk::PhysicalDevice, device: &Device, + queue: &vk::Queue, command_pool: &vk::CommandPool, + usage: vk::BufferUsageFlags, contents: &[T]) + -> Result<(vk::Buffer, vk::DeviceMemory)> +{ + let (staging_buffer, staging_memory, size) + = stage_in_buffer(instance, physical_device, device, contents)?; + + let final_usage = vk::BufferUsageFlags::TRANSFER_DST | usage; + let final_memory_flags = vk::MemoryPropertyFlags::DEVICE_LOCAL; + let (final_buffer, device_memory) + = allocate_buffer(instance, physical_device, device, + size as vk::DeviceSize, final_usage, + final_memory_flags)?; + + copy_buffer(device, queue, command_pool, &staging_buffer, &final_buffer, + size as vk::DeviceSize)?; + + unsafe { device.destroy_buffer(staging_buffer, None) }; + unsafe { device.free_memory(staging_memory, None) }; + + Ok((final_buffer, device_memory)) +} + + +#[allow(unsafe_code)] +fn init_descriptor_sets(device: &Device, layout: &vk::DescriptorSetLayout, + buffers: &Vec<vk::Buffer>, pool: &vk::DescriptorPool, + count: usize, texture_image_view: &vk::ImageView, + sampler: &vk::Sampler) + -> Result<Vec<vk::DescriptorSet>> +{ + let layouts = vec![*layout; count]; + let set_info = vk::DescriptorSetAllocateInfo::builder() + .descriptor_pool(*pool) + .set_layouts(&layouts); + let sets = unsafe { device.allocate_descriptor_sets(&set_info) }?; + + for index in 0 .. count { + let buffer_info = vk::DescriptorBufferInfo::builder() + .buffer(buffers[index]) + .offset(0) + .range(size_of::<UniformBlock<f32>>() as vk::DeviceSize); + + let buffer_info_list = [buffer_info]; + let uniform_block_write_info = vk::WriteDescriptorSet::builder() + .dst_set(sets[index]) + .dst_binding(0) + .dst_array_element(0) + .descriptor_type(vk::DescriptorType::UNIFORM_BUFFER) + .buffer_info(&buffer_info_list); + + let image_info = vk::DescriptorImageInfo::builder() + .image_layout(vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL) + .image_view(*texture_image_view) + .sampler(*sampler); + let image_info_list = [image_info]; + let sampler_write_info = vk::WriteDescriptorSet::builder() + .dst_set(sets[index]) + .dst_binding(1) + .dst_array_element(0) + .descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER) + .image_info(&image_info_list); + + let write_info_list = [uniform_block_write_info, sampler_write_info]; + let copy_info_list: [vk::CopyDescriptorSet; 0] = []; + + unsafe { + device.update_descriptor_sets(&write_info_list, ©_info_list) + }; + } + + Ok(sets) +} |