Live toggle msaa
This commit is contained in:
@@ -64,6 +64,15 @@ impl Game for TestGame {
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println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
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}
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if self.input.button_just_pressed("test") {
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if renderer.render_config.msaa_samples > 0 {
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renderer.render_config.msaa_samples = 0;
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} else {
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renderer.render_config.msaa_samples = 8;
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}
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renderer.recreate_swapchain = true;
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}
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// Custom game object stuff
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let light_pos = self.player.camera.position * -1.0;
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self.player.update(frame_time, &self.input, renderer);
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73
src/vulkan/framebuffers.rs
Normal file
73
src/vulkan/framebuffers.rs
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@@ -0,0 +1,73 @@
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use std::sync::Arc;
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use vulkano::command_buffer::DynamicState;
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use vulkano::device::Device;
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use vulkano::format::Format;
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use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, RenderPassAbstract};
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use vulkano::image::{AttachmentImage, ImageUsage, SwapchainImage};
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use vulkano::pipeline::viewport::Viewport;
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use winit::window::Window;
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use vulkano::swapchain::Swapchain;
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/// This method is called once during initialization, then again whenever the window is resized
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pub fn create_framebuffers(device: Arc<Device>,
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swapchain: &Arc<Swapchain<Window>>,
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images: &[Arc<SwapchainImage<Window>>],
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msaa_sample_count: u32,
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
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dynamic_state: &mut DynamicState)
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-> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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let dim_array = images[0].dimensions();
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let dim_array_f32 = [dim_array[0] as f32, dim_array[1] as f32];
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let viewport = Viewport {
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origin: [0.0, 0.0],
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dimensions: dim_array_f32,
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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 = if msaa_sample_count > 0 {
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AttachmentImage::multisampled_with_usage(device.clone(), dim_array, msaa_sample_count, Format::D16Unorm, ImageUsage { depth_stencil_attachment: true, ..ImageUsage::none() }).unwrap()
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} else {
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AttachmentImage::with_usage(device.clone(), dim_array, Format::D16Unorm, ImageUsage { depth_stencil_attachment: true, ..ImageUsage::none() }).unwrap()
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};
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let msaa_buffers = if msaa_sample_count > 0 {
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Some(create_msaa_buffers(device.clone(), dim_array, swapchain, msaa_sample_count))
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} else {
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None
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};
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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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if let Some(msaa_buffers_exist) = &msaa_buffers {
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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_buffers_exist[i]).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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} else {
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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(depth_image.clone()).unwrap()
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.build().unwrap()
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) as Arc<dyn FramebufferAbstract + Send + Sync>);
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}
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}
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framebuffers
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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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@@ -9,11 +9,10 @@ use vulkano::command_buffer::{AutoCommandBuffer, AutoCommandBufferBuilder, Dynam
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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};
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use vulkano::image::{AttachmentImage, Dimensions, ImageUsage, ImageViewAccess, ImmutableImage, SwapchainImage};
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use vulkano::framebuffer::{RenderPassAbstract, FramebufferAbstract};
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use vulkano::image::{Dimensions, ImageUsage, ImmutableImage};
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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::pipeline::viewport::Viewport;
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use vulkano::sampler::{Filter, MipmapMode, Sampler, SamplerAddressMode};
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use vulkano::swapchain::{AcquireError, FullscreenExclusive, PresentMode, Surface, SurfaceTransform, Swapchain, SwapchainCreationError};
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use vulkano::swapchain;
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@@ -37,6 +36,8 @@ use crate::vulkan::{gameobject::{GameObject, GameObjectHandle}};
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pub mod pipelines;
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pub mod gameobject;
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pub mod mesh;
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mod renderpass;
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mod framebuffers;
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const VALIDATION_LAYERS: &[&str] = &[
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"VK_LAYER_KHRONOS_validation"
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@@ -113,7 +114,8 @@ 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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pub line_vertex_buffer: Arc<CpuAccessibleBuffer<[LinePoint]>>,
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pub render_config: RenderConfig
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}
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impl VulkanRenderer {
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@@ -238,62 +240,7 @@ impl VulkanRenderer {
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};
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// Render pass
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let render_pass: Arc<dyn RenderPassAbstract + Send + Sync> = if render_config.msaa_samples > 0 {
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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: 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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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: 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: [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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} else {
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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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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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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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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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}
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).unwrap())
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};
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let render_pass = renderpass::create_render_pass(device.clone(), &render_config, swapchain.format());
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let sampler = Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
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MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
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@@ -303,22 +250,18 @@ impl VulkanRenderer {
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let pipelines: Vec<Box<dyn Drawcall>> = vec![
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Box::new(DefaultShader::new(device.clone(), render_pass.clone())),
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Box::new(LineShader::new(device.clone(), render_pass.clone(), line_vertex_buffer)),
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Box::new(LineShader::new(device.clone(), render_pass.clone(), line_vertex_buffer.clone())),
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];
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// Dynamic viewports allow us to recreate just the viewport when the window is resized
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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 = if render_config.msaa_samples > 0 {
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Some(Self::create_msaa_buffers(device.clone(), data.dimensions, &swapchain, render_config.msaa_samples))
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} else {
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None
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};
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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, msaa_attachments, render_config.msaa_samples, render_pass.clone(), &mut dynamic_state);
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let framebuffers = framebuffers::create_framebuffers(device.clone(), &swapchain, &images, 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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@@ -352,7 +295,8 @@ impl VulkanRenderer {
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dynamic_state, pipelines, uniform_buffers,
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surface, swapchain, render_pass, queue,
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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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render_config,
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line_vertex_buffer,
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}, events_loop)
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}
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@@ -360,7 +304,7 @@ impl VulkanRenderer {
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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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if self.msaa_sample_count > 0 {
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if self.render_config.msaa_samples > 0 {
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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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} else {
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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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@@ -376,13 +320,7 @@ 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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@@ -405,16 +343,17 @@ impl VulkanRenderer {
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Err(err) => panic!("{:?}", err),
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};
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let msaa_buffers = if self.msaa_sample_count > 0 {
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Some(Self::create_msaa_buffers(self.device.clone(), self.game_data.dimensions, &new_swapchain, self.msaa_sample_count))
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} else {
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None
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};
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self.render_pass = renderpass::create_render_pass(self.device.clone(), &self.render_config, new_swapchain.format());
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self.pipelines = vec![
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Box::new(DefaultShader::new(self.device.clone(), self.render_pass.clone())),
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Box::new(LineShader::new(self.device.clone(), self.render_pass.clone(), self.line_vertex_buffer.clone())),
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];
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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, msaa_buffers, self.msaa_sample_count, self.render_pass.clone(), &mut self.dynamic_state);
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self.framebuffers = framebuffers::create_framebuffers(self.device.clone(), &self.swapchain, &new_images, self.render_config.msaa_samples, self.render_pass.clone(), &mut self.dynamic_state);
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self.recreate_swapchain = false;
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}
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@@ -586,45 +525,3 @@ pub fn start_event_loop(mut renderer: VulkanRenderer, mut game: Box<dyn Game>, e
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});
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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>>], msaa_buffers: Option<Vec<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: 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 = if let Some(msaa_buffers_exist) = &msaa_buffers {
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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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} else {
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AttachmentImage::with_usage(device.clone(), dim_array_u32, Format::D16Unorm, ImageUsage { depth_stencil_attachment: true, ..ImageUsage::none() }).unwrap()
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};
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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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if let Some(msaa_buffers_exist) = &msaa_buffers {
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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_buffers_exist[i]).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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} else {
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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(depth_image.clone()).unwrap()
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.build().unwrap()
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) as Arc<dyn FramebufferAbstract + Send + Sync>);
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}
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}
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framebuffers
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}
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64
src/vulkan/renderpass.rs
Normal file
64
src/vulkan/renderpass.rs
Normal file
@@ -0,0 +1,64 @@
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use crate::RenderConfig;
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use std::sync::Arc;
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use vulkano::framebuffer::RenderPassAbstract;
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use vulkano::format::Format;
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use vulkano::device::Device;
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pub fn create_render_pass(device: Arc<Device>, render_config: &RenderConfig, swapchain_format: Format) -> Arc<dyn RenderPassAbstract + Send + Sync> {
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if render_config.msaa_samples > 0 {
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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: 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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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: 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: [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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} else {
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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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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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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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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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}
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).unwrap())
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}
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}
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