reload shaders
This commit is contained in:
@@ -7,6 +7,9 @@
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<sourceFolder url="file://$MODULE_DIR$/examples" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/tests" isTestSource="true" />
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<sourceFolder url="file://$MODULE_DIR$/benches" isTestSource="true" />
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<sourceFolder url="file://$MODULE_DIR$/../rust-engine\examples" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/../rust-engine\tests" isTestSource="true" />
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<sourceFolder url="file://$MODULE_DIR$/../rust-engine\benches" isTestSource="true" />
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<excludeFolder url="file://$MODULE_DIR$/target" />
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</content>
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<orderEntry type="inheritedJdk" />
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11
src/main.rs
11
src/main.rs
@@ -1,5 +1,5 @@
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use crate::vulkan::{Vertex, GameData};
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use winit::{Event, WindowEvent};
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use winit::{Event, WindowEvent, ElementState};
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use std::time::SystemTime;
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use std::iter::FromIterator;
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@@ -7,7 +7,7 @@ mod vulkan;
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impl GameData<'_> {
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/// Returns true if event should be ignored by the vulkan handler
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fn on_window_event(self: &Self, event: &Event) -> bool {
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fn on_window_event(self: &mut Self, event: &Event) -> bool {
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match event {
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Event::WindowEvent { event: WindowEvent::KeyboardInput { device_id, input }, .. } => {
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let mods = String::from_iter(
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@@ -20,6 +20,10 @@ impl GameData<'_> {
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} else {
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println!("Keyboard {:?} input {:?} {:?}", device_id, input.state, input.scancode)
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}
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if input.state == ElementState::Released && input.modifiers.ctrl && input.scancode == 19 {
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self.recreate_pipeline = true;
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}
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}
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_ => {}
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}
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@@ -52,7 +56,8 @@ fn main() {
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Vertex { position: [0.9, 0., 0.] },
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],
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push_constants: &mut pc,
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start_time: SystemTime::now()
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start_time: SystemTime::now(),
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recreate_pipeline: false
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};
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vulkan::init(data);
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123
src/vulkan.rs
123
src/vulkan.rs
@@ -50,6 +50,7 @@ pub struct GameData<'a> {
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pub mesh_vertices: Vec<Vertex>,
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pub line_vertices: Vec<Vertex>,
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pub push_constants: &'a mut PushConstants,
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pub recreate_pipeline: bool,
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}
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pub fn init(mut game: GameData) {
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@@ -92,7 +93,7 @@ pub fn init(mut game: GameData) {
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error: true,
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warning: true,
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performance_warning: true,
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information: true,
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information: false,
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debug: true,
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};
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@@ -237,13 +238,13 @@ pub fn init(mut game: GameData) {
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let sub_pass = Subpass::from(render_pass.clone(), 0).unwrap();
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let pipeline = create_pipeline(device.clone(), sub_pass.clone());
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let mut pipeline = create_pipeline(device.clone(), sub_pass.clone()).unwrap();
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let line_shader_vertex_entry;
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let line_shader_fragment_entry;
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let line_shader_module_vertex;
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let line_shader_module_fragment;
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let (line_shader, line_shader_data) = read_shader("shaders/line.vert", "shaders/line.frag");
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let (line_shader, line_shader_data) = read_shader("shaders/line.vert", "shaders/line.frag").unwrap();
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unsafe {
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line_shader_module_vertex = ShaderModule::from_words(device.clone(), &line_shader.vertex).expect("Failed to load");
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line_shader_vertex_entry = line_shader_module_vertex.graphics_entry_point(
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@@ -281,7 +282,7 @@ pub fn init(mut game: GameData) {
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// Since we need to draw to multiple images, we are going to create a different framebuffer for
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// each image.
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let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
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// In some situations, the swapchain will become invalid by it This includes for example
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// when the window is resized (as the images of the swapchain will no longer match the
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// window's) or, on Android, when the application went to the background and goes back to the
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@@ -335,6 +336,16 @@ pub fn init(mut game: GameData) {
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recreate_swapchain = false;
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}
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if game.recreate_pipeline {
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if let Some(pipeline_ok) = create_pipeline(device.clone(), sub_pass.clone()) {
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pipeline = pipeline_ok;
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println!("Updated pipeline.");
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} else {
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println!("Failed to update pipeline.");
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}
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game.recreate_pipeline = false;
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}
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// Before we can draw on the output, we have to *acquire* an image from the swapchain. If
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// no image is available (which happens if you submit draw commands too quickly), then the
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// function will block.
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@@ -464,55 +475,59 @@ fn window_size_dependent_setup(
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}).collect::<Vec<_>>()
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}
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fn create_pipeline<T: RenderPassAbstract>(device: Arc<Device>, sub_pass: Subpass<Arc<T>>) -> Arc<GraphicsPipeline<SingleBufferDefinition<Vertex>, Box<dyn PipelineLayoutAbstract + Send + Sync>, Arc<T>>> {
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let mesh_shader_vertex_entry;
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let mesh_shader_fragment_entry;
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let mesh_shader_module_vertex;
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let mesh_shader_module_fragment;
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let (mesh_shader, mesh_shader_data) = read_shader("shaders/triangle.vert", "shaders/triangle.frag");
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unsafe {
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mesh_shader_module_vertex = ShaderModule::from_words(device.clone(), &mesh_shader.vertex).expect("Failed to load");
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mesh_shader_vertex_entry = mesh_shader_module_vertex.graphics_entry_point(
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CStr::from_bytes_with_nul_unchecked(b"main\0"),
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mesh_shader_data.vert_input,
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mesh_shader_data.vert_output,
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mesh_shader_data.vert_layout,
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GraphicsShaderType::Vertex);
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mesh_shader_module_fragment = ShaderModule::from_words(device.clone(), &mesh_shader.fragment).expect("Failed to load");
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mesh_shader_fragment_entry = mesh_shader_module_fragment.graphics_entry_point(
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CStr::from_bytes_with_nul_unchecked(b"main\0"),
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mesh_shader_data.frag_input,
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mesh_shader_data.frag_output,
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mesh_shader_data.frag_layout,
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GraphicsShaderType::Fragment);
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};
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fn create_pipeline<T: RenderPassAbstract>(device: Arc<Device>, sub_pass: Subpass<Arc<T>>) -> Option<Arc<GraphicsPipeline<SingleBufferDefinition<Vertex>, Box<dyn PipelineLayoutAbstract + Send + Sync>, Arc<T>>>> {
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if let Some((mesh_shader, mesh_shader_data)) = read_shader("shaders/triangle.vert", "shaders/triangle.frag") {
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let mesh_shader_vertex_entry;
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let mesh_shader_fragment_entry;
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let mesh_shader_module_vertex;
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let mesh_shader_module_fragment;
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// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
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// program, but much more specific.
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let pipeline = Arc::new(GraphicsPipeline::start()
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// We need to indicate the layout of the vertices.
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.vertex_input_single_buffer::<Vertex>()
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// A Vulkan shader can in theory contain multiple entry points, so we have to specify
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// which one. The `main` word of `main_entry_point` actually corresponds to the name of
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// the entry point.
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.vertex_shader(mesh_shader_vertex_entry.clone(), ())
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// The content of the vertex buffer describes a list of triangles.
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.triangle_list()
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// Use a resizable viewport set to draw over the entire window
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.viewports_dynamic_scissors_irrelevant(1)
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// See `vertex_shader`.
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.fragment_shader(mesh_shader_fragment_entry.clone(), ())
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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.render_pass(sub_pass.clone())
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// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
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.build(device.clone())
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.unwrap());
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unsafe {
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mesh_shader_module_vertex = ShaderModule::from_words(device.clone(), &mesh_shader.vertex).expect("Failed to load");
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mesh_shader_vertex_entry = mesh_shader_module_vertex.graphics_entry_point(
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CStr::from_bytes_with_nul_unchecked(b"main\0"),
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mesh_shader_data.vert_input,
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mesh_shader_data.vert_output,
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mesh_shader_data.vert_layout,
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GraphicsShaderType::Vertex);
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mesh_shader_module_fragment = ShaderModule::from_words(device.clone(), &mesh_shader.fragment).expect("Failed to load");
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mesh_shader_fragment_entry = mesh_shader_module_fragment.graphics_entry_point(
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CStr::from_bytes_with_nul_unchecked(b"main\0"),
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mesh_shader_data.frag_input,
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mesh_shader_data.frag_output,
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mesh_shader_data.frag_layout,
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GraphicsShaderType::Fragment);
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};
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return pipeline;
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// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
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// program, but much more specific.
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let pipeline = Arc::new(GraphicsPipeline::start()
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// We need to indicate the layout of the vertices.
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.vertex_input_single_buffer::<Vertex>()
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// A Vulkan shader can in theory contain multiple entry points, so we have to specify
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// which one. The `main` word of `main_entry_point` actually corresponds to the name of
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// the entry point.
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.vertex_shader(mesh_shader_vertex_entry.clone(), ())
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// The content of the vertex buffer describes a list of triangles.
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.triangle_list()
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// Use a resizable viewport set to draw over the entire window
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.viewports_dynamic_scissors_irrelevant(1)
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// See `vertex_shader`.
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.fragment_shader(mesh_shader_fragment_entry.clone(), ())
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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.render_pass(sub_pass.clone())
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// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
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.build(device.clone())
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.unwrap());
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return Some(pipeline);
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} else {
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return None;
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}
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}
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fn read_shader(vert_path_relative: &str, frag_path_relative: &str) -> (CompiledShaders, Entry) {
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fn read_shader(vert_path_relative: &str, frag_path_relative: &str) -> Option<(CompiledShaders, Entry)> {
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let project_root = std::env::current_dir().expect("failed to get root directory");
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let mut vert_path = project_root.clone();
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@@ -525,11 +540,15 @@ fn read_shader(vert_path_relative: &str, frag_path_relative: &str) -> (CompiledS
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match shader_result {
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Ok(shader) => {
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let shader_data = shade_runner::parse(&shader).expect("Failed to parse");
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return (shader, shader_data);
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return Some((shader, shader_data));
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}
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Err(shade_runner::error::Error::Compile(shade_runner::error::CompileError::Compile(shaderc::Error::CompilationError(line, error)))) => {
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panic!("Shader line {}: {:?}", line, error);
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println!("Shader line {}: {:?}", line, error);
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return None;
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}
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Err(error) => {
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println!("Shader compilation error: {:?}", error);
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return None;
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}
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Err(error) => panic!("Shader compilation error: {:?}", error)
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}
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}
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