msaa
This commit is contained in:
1
config/graphics.toml
Normal file
1
config/graphics.toml
Normal file
@@ -0,0 +1 @@
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msaa_samples = 8
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@@ -1,3 +1,3 @@
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input_events = false
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vulkan_validation_layers = false
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vulkan_validation_layers = true
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mesh_load_info = true
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@@ -14,3 +14,14 @@ impl LogConfig {
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toml::from_slice(&fs::read(path).expect("Failed to read log config!")).expect("Failed to parse log config!")
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}
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}
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#[derive(Debug, Serialize, Deserialize, Clone, Copy)]
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pub struct RenderConfig {
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pub msaa_samples: u32
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}
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impl RenderConfig {
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pub fn from_file(path: &str) -> Self {
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toml::from_slice(&fs::read(path).expect("Failed to read render config!")).expect("Failed to parse render config!")
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}
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}
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11
src/main.rs
11
src/main.rs
@@ -1,7 +1,7 @@
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use cgmath::{Matrix4, vec3, Vector3, Vector4};
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use winit::event::Event;
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use crate::config::LogConfig;
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use crate::config::{LogConfig, RenderConfig};
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use crate::gameobject::{GameObject, GameObjectHandle, Updatable};
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use crate::input::InputState;
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use crate::player::Player;
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@@ -171,15 +171,18 @@ fn main() {
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let mut game = TestGame::new("config/input.toml", log_config);
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let line_count = 30;
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let (mut renderer, event_loop) = VulkanRenderer::init(
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(-line_count..=line_count)
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let line_vertices = (-line_count..=line_count)
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.flat_map(|it| vec![
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LinePoint { position: [it as f32, 0., -line_count as f32] },
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LinePoint { position: [it as f32, 0., line_count as f32] },
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LinePoint { position: [-line_count as f32, 0., it as f32] },
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LinePoint { position: [line_count as f32, 0., it as f32] },
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]).collect(),
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]).collect();
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let (mut renderer, event_loop) = VulkanRenderer::init(
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line_vertices,
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log_config.vulkan_validation_layers,
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RenderConfig::from_file("config/graphics.toml")
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);
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game.game_start(&mut renderer);
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@@ -11,7 +11,7 @@ use vulkano::descriptor::DescriptorSet;
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use vulkano::device::{Device, DeviceExtensions, Queue};
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use vulkano::format::{ClearValue, Format};
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use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, RenderPassAbstract, Subpass};
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use vulkano::image::{AttachmentImage, Dimensions, ImageUsage, ImmutableImage, SwapchainImage};
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use vulkano::image::{AttachmentImage, Dimensions, ImageUsage, ImmutableImage, SwapchainImage, ImageViewAccess};
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use vulkano::instance::{ApplicationInfo, Instance, InstanceExtensions, PhysicalDevice, Version};
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use vulkano::instance::debug::{DebugCallback, MessageSeverity, MessageType};
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use vulkano::memory::pool::{PotentialDedicatedAllocation, StdMemoryPoolAlloc};
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@@ -32,8 +32,10 @@ use vs::ty::PushConstants;
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use crate::gameobject::{GameObject, GameObjectHandle};
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use crate::mesh::CPUMesh;
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use crate::config::RenderConfig;
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const VALIDATION_LAYERS: &[&str] = &[
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"VK_LAYER_KHRONOS_validation"
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];
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#[derive(Default, Debug, Clone)]
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@@ -107,10 +109,12 @@ pub struct VulkanRenderer {
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pub debug_callback: Option<DebugCallback>,
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pub previous_frame_end: Option<Box<dyn GpuFuture>>,
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pub uniform_buffers: Vec<Arc<CpuAccessibleBuffer<vs::ty::ObjectUniformData>>>,
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pub msaa_sample_count: u32,
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}
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impl VulkanRenderer {
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pub fn init(line_vertices: Vec<LinePoint>, enable_validation_layers: bool) -> (VulkanRenderer, EventLoop<()>) {
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pub fn init(line_vertices: Vec<LinePoint>, enable_validation_layers: bool, render_config: RenderConfig) -> (VulkanRenderer, EventLoop<()>) {
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// Create empty game data struct to be filled
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let mut data = GameData {
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push_constants: PushConstants {
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model: Matrix4::identity().into(),
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@@ -131,10 +135,7 @@ impl VulkanRenderer {
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use_line_pipeline: true,
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};
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if enable_validation_layers {
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println!("Enabling validation layers...");
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}
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// Create basic vulkan instance with layers and info
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let instance = {
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let extensions = InstanceExtensions {
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ext_debug_utils: true,
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@@ -149,11 +150,13 @@ impl VulkanRenderer {
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};
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if enable_validation_layers {
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println!("Enabling validation layers...");
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let available_layers = vulkano::instance::layers_list().unwrap().map(|layer| String::from(layer.name())).collect::<Vec<String>>();
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println!("Available layers: {:?}", available_layers);
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VALIDATION_LAYERS.iter().for_each(|wanted_layer_name| {
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if !available_layers.iter().any(|available_layer_name| available_layer_name == wanted_layer_name) {
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panic!("Validation layer not found: {:?}. Available layers: {:?}", wanted_layer_name, &available_layers.join(", "));
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panic!("Validation layer not found: {:?}", wanted_layer_name);
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}
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});
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@@ -165,6 +168,8 @@ impl VulkanRenderer {
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// lifetime of this is important, even tho it isn't used!
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let mut debug_callback = None;
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// Debug stuff
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if enable_validation_layers {
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let msg_severity = MessageSeverity {
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verbose: false,
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@@ -193,6 +198,7 @@ impl VulkanRenderer {
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}).ok();
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}
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// TODO: Just get the first physical device we find, it's fiiiine...
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
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@@ -200,17 +206,20 @@ impl VulkanRenderer {
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let surface = WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap();
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let window = surface.window();
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// TODO: Tutorial says we need more queues
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// In a real-life application, we would probably use at least a graphics queue and a transfers
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// queue to handle data transfers in parallel. In this example we only use one queue.
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let queue_family = physical.queue_families().find(|&q| {
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q.supports_graphics() && surface.is_supported(q).unwrap_or(false)
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}).unwrap();
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// Queue
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let device_ext = DeviceExtensions { khr_swapchain: true, ..DeviceExtensions::none() };
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let (device, mut queues) = Device::new(physical, physical.supported_features(), &device_ext,
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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// Swapchain
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let (swapchain, images) = {
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let caps = surface.capabilities(physical).unwrap();
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let usage = caps.supported_usage_flags;
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@@ -227,27 +236,35 @@ impl VulkanRenderer {
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// what is host_cached
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let line_vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::vertex_buffer(), false, data.line_vertices.iter().cloned()).unwrap();
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// Render pass
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let render_pass = Arc::new(vulkano::single_pass_renderpass!(
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device.clone(),
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attachments: {
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color: {
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load: Clear,
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load: DontCare,
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store: Store,
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format: swapchain.format(),
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samples: 1,
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},
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depth: {
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intermediary: {
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load: Clear,
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store: DontCare,
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format: swapchain.format(),
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samples: render_config.msaa_samples,
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},
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depth: {
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load: Clear,
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store: Store,
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format: Format::D16Unorm,
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samples: 1,
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samples: render_config.msaa_samples,
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initial_layout: ImageLayout::Undefined,
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final_layout: ImageLayout::DepthStencilAttachmentOptimal,
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}
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},
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pass: {
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color: [color],
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depth_stencil: {depth}
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color: [intermediary],
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depth_stencil: {depth},
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resolve: [color]
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}
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).unwrap());
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@@ -281,9 +298,11 @@ impl VulkanRenderer {
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// Otherwise we would have to recreate the whole pipeline.
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let mut dynamic_state = DynamicState { line_width: None, viewports: None, scissors: None, compare_mask: None, write_mask: None, reference: None };
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let msaa_attachments = Self::create_msaa_buffers(device.clone(), data.dimensions, &swapchain, render_config.msaa_samples);
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// The render pass we created above only describes the layout of our framebuffers. Before we
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// can draw we also need to create the actual framebuffers.
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let framebuffers = window_size_dependent_setup(device.clone(), &images, render_pass.clone(), &mut dynamic_state);
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let framebuffers = window_size_dependent_setup(device.clone(), &images, &msaa_attachments, render_config.msaa_samples, render_pass.clone(), &mut dynamic_state);
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let mut uniform_buffers = Vec::new();
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let uniform_buffer = vs::ty::ObjectUniformData {
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@@ -320,14 +339,16 @@ impl VulkanRenderer {
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(VulkanRenderer { game_data: data, device, framebuffers, sampler,
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dynamic_state, pipeline, line_pipeline, uniform_buffers,
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surface, swapchain, render_pass, queue, line_vertex_buffer,
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recreate_swapchain: false, debug_callback, previous_frame_end }, events_loop)
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recreate_swapchain: false, debug_callback, previous_frame_end,
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msaa_sample_count: render_config.msaa_samples
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}, events_loop)
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}
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fn create_command_buffer(self: &mut Self, fb_index: usize, uniform_buffer_data: vs::ty::ObjectUniformData) -> Arc<AutoCommandBuffer> {
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// General setup
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let mut builder = AutoCommandBufferBuilder::primary_simultaneous_use(self.device.clone(), self.queue.family()).unwrap();
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builder.update_buffer(self.uniform_buffers[fb_index].clone(), uniform_buffer_data).unwrap();
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builder.begin_render_pass(self.framebuffers[fb_index].clone(), false, vec![ClearValue::Float([0.0, 0.0, 0.0, 1.0]), ClearValue::Depth(1.0)]).unwrap();
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builder.begin_render_pass(self.framebuffers[fb_index].clone(), false, vec![ClearValue::None, ClearValue::Float([0.0, 0.0, 0.0, 1.0]), ClearValue::Depth(1.0)]).unwrap();
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// Load and draw meshes etc.
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for i in 0..self.game_data.game_objects.len() {
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@@ -354,6 +375,14 @@ impl VulkanRenderer {
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Arc::new(builder.build().unwrap())
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}
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fn create_msaa_buffers(device: Arc<Device>, dimensions: [u32; 2], swapchain: &Arc<Swapchain<Window>>, sample_count: u32) -> Vec<Arc<AttachmentImage>> {
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let mut msaa_attachments = vec![];
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for _ in 0..swapchain.num_images() {
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msaa_attachments.push(AttachmentImage::transient_multisampled(device.clone(), dimensions, sample_count, swapchain.format()).unwrap());
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}
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msaa_attachments
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}
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pub fn render_loop(self: &mut Self, new_ubo: vs::ty::ObjectUniformData) {
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// cleanup previous frame
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self.previous_frame_end.as_mut().unwrap().cleanup_finished();
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@@ -375,10 +404,12 @@ impl VulkanRenderer {
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Err(err) => panic!("{:?}", err),
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};
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let msaa_buffers = Self::create_msaa_buffers(self.device.clone(), self.game_data.dimensions, &new_swapchain, self.msaa_sample_count);
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self.swapchain = new_swapchain;
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// Because framebuffers contains an Arc on the old swapchain, we need to
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// recreate framebuffers as well.
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self.framebuffers = window_size_dependent_setup(self.device.clone(), &new_images, self.render_pass.clone(), &mut self.dynamic_state);
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self.framebuffers = window_size_dependent_setup(self.device.clone(), &new_images, &msaa_buffers, self.msaa_sample_count, self.render_pass.clone(), &mut self.dynamic_state);
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self.recreate_swapchain = false;
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}
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@@ -507,25 +538,34 @@ pub fn start_event_loop(mut renderer: VulkanRenderer, mut game: Box<dyn Game>, e
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}
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/// This method is called once during initialization, then again whenever the window is resized
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fn window_size_dependent_setup(device: Arc<Device>, images: &[Arc<SwapchainImage<Window>>], render_pass: Arc<dyn RenderPassAbstract + Send + Sync>, dynamic_state: &mut DynamicState) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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fn window_size_dependent_setup(device: Arc<Device>, images: &[Arc<SwapchainImage<Window>>], msaa_buffers: &[Arc<AttachmentImage>], msaa_sample_count: u32, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>, dynamic_state: &mut DynamicState) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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let dimensions = images[0].dimensions();
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let dim_array = [dimensions.width() as f32, dimensions.height() as f32];
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let dim_array_u32 = [dimensions.width() as u32, dimensions.height() as u32];
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let viewport = Viewport {
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origin: [0.0, 0.0],
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dimensions: [dimensions[0] as f32, dimensions[1] as f32],
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dimensions: dim_array,
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depth_range: 0.0 .. 1.0,
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};
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dynamic_state.viewports = Some(vec!(viewport));
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let depth_image = AttachmentImage::with_usage(device.clone(), dimensions, Format::D16Unorm, ImageUsage { depth_stencil_attachment: true, ..ImageUsage::none() }).unwrap();
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let depth_image = AttachmentImage::multisampled_with_usage(device.clone(), dim_array_u32, msaa_sample_count, Format::D16Unorm, ImageUsage { depth_stencil_attachment: true, ..ImageUsage::none() }).unwrap();
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images.iter().map(|image| {
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Arc::new(Framebuffer::start(render_pass.clone())
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.add(image.clone()).unwrap()
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let mut framebuffers = vec![];
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for i in 0..images.len() {
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let image_buffer = &images[i];
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let msaa_buffer = &msaa_buffers[i];
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framebuffers.push(Arc::new(Framebuffer::start(render_pass.clone())
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.add(image_buffer.clone()).unwrap()
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.add(msaa_buffer.clone()).unwrap()
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.add(depth_image.clone()).unwrap()
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.build().unwrap()
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) as Arc<dyn FramebufferAbstract + Send + Sync>
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}).collect::<Vec<_>>()
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) as Arc<dyn FramebufferAbstract + Send + Sync>);
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}
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framebuffers
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}
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pub mod vs {
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