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|
#![deny(unsafe_code)]
use crate::error::*;
use crate::assets::asset;
use crate::graphics::{
Permanent, ForReinit, WindowDressing, Frame, Model, Texture
};
use crate::shader_data::{ Vertex, VertexPushBlock };
use std::mem::size_of;
use vulkanalia::Device;
use vulkanalia::vk::{ self, Handle, HasBuilder, DeviceV1_0 };
// Render is a state object that 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 Render {
pub render_pass: vk::RenderPass,
pub pipeline: vk::Pipeline,
pub pipeline_layout: vk::PipelineLayout,
pub model: Option<Model>,
pub per_frame: Vec<Frame>,
}
impl Render {
pub fn new(permanent: &Permanent, for_reinit: &ForReinit,
window_dressing: &WindowDressing, texture: &Texture)
-> Result<Self>
{
let device = &permanent.device;
let sample_count = for_reinit.sample_count;
let descriptor_set_layout = &for_reinit.descriptor_set_layout;
let swapchain = &window_dressing.swapchain;
let depth_format = &window_dressing.depth_format;
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 per_frame = Frame::new(permanent, for_reinit, window_dressing,
texture, &render_pass)?;
let model = None;
Ok(Render {
render_pass,
pipeline,
pipeline_layout,
model,
per_frame,
})
}
// This relies on its caller to have already waited for the device to be
// idle.
pub fn reinit(&mut self,
permanent: &Permanent, for_reinit: &ForReinit,
window_dressing: &WindowDressing, texture: &Texture)
-> Result<()>
{
self.destroy_replaceable(permanent);
let device = &permanent.device;
let sample_count = for_reinit.sample_count;
let descriptor_set_layout = &for_reinit.descriptor_set_layout;
let swapchain = &window_dressing.swapchain;
let depth_format = &window_dressing.depth_format;
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)?;
Frame::reinit(&mut self.per_frame, permanent, for_reinit, window_dressing,
texture, &render_pass)?;
self.render_pass = render_pass;
self.pipeline = pipeline;
self.pipeline_layout = pipeline_layout;
Ok(())
}
// This relies on its caller to have already waited for the device to be
// idle.
#[allow(unsafe_code)]
pub fn destroy(mut self, permanent: &Permanent) {
self.destroy_replaceable(permanent);
Frame::destroy(&mut self.per_frame, permanent);
if let Some(model) = self.model {
model.destroy(&permanent.device);
}
}
#[allow(unsafe_code)]
fn destroy_replaceable(&mut self, permanent: &Permanent) {
// We skip calling Frame::destroy_replaceable() here because then it would
// be called twice during Render::reinit(), and that seems excessive.
let device = &permanent.device;
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) };
}
pub fn set_model(&mut self, model: Model) {
self.model = Some(model);
}
}
#[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 = asset("shaders/shader.vert.spv")?;
let fragment_binary = asset("shaders/shader.frag.spv")?;
let vertex_module = Permanent::load_spirv_shader_module(
device, vertex_binary)?;
let fragment_module = Permanent::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))
}
|