// Copyright (c) 2016 The vulkano developers // Licensed under the Apache License, Version 2.0 // or the MIT // license , // at your option. All files in the project carrying such // notice may not be copied, modified, or distributed except // according to those terms. // Welcome to the triangle example! // // This is the only example that is entirely detailed. All the other examples avoid code // duplication by using helper functions. // // This example assumes that you are already more or less familiar with graphics programming // and that you want to learn Vulkan. This means that for example it won't go into details about // what a vertex or a shader is. use std::sync::Arc; use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess}; use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, SubpassContents}; use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType}; use vulkano::device::{Device, DeviceExtensions, Features}; use vulkano::image::view::ImageView; use vulkano::image::{ImageAccess, ImageUsage, SwapchainImage}; use vulkano::instance::Instance; use vulkano::pipeline::graphics::input_assembly::InputAssemblyState; use vulkano::pipeline::graphics::vertex_input::BuffersDefinition; use vulkano::pipeline::graphics::viewport::{Viewport, ViewportState}; use vulkano::pipeline::GraphicsPipeline; use vulkano::render_pass::{Framebuffer, RenderPass, Subpass}; use vulkano::swapchain::{self, AcquireError, Swapchain, SwapchainCreationError}; use vulkano::sync::{self, FlushError, GpuFuture}; use vulkano::Version; use vulkano_win::VkSurfaceBuild; use winit::event::{Event, WindowEvent}; use winit::event_loop::{ControlFlow, EventLoop}; use winit::window::{Window, WindowBuilder}; fn main() { // The first step of any Vulkan program is to create an instance. // // When we create an instance, we have to pass a list of extensions that we want to enable. // // All the window-drawing functionalities are part of non-core extensions that we need // to enable manually. To do so, we ask the `vulkano_win` crate for the list of extensions // required to draw to a window. let required_extensions = vulkano_win::required_extensions(); // Now creating the instance. let instance = Instance::new(None, Version::V1_1, &required_extensions, None).unwrap(); // The objective of this example is to draw a triangle on a window. To do so, we first need to // create the window. // // This is done by creating a `WindowBuilder` from the `winit` crate, then calling the // `build_vk_surface` method provided by the `VkSurfaceBuild` trait from `vulkano_win`. If you // ever get an error about `build_vk_surface` being undefined in one of your projects, this // probably means that you forgot to import this trait. // // This returns a `vulkano::swapchain::Surface` object that contains both a cross-platform winit // window and a cross-platform Vulkan surface that represents the surface of the window. let event_loop = EventLoop::new(); let surface = WindowBuilder::new() .build_vk_surface(&event_loop, instance.clone()) .unwrap(); // Choose device extensions that we're going to use. // In order to present images to a surface, we need a `Swapchain`, which is provided by the // `khr_swapchain` extension. let device_extensions = DeviceExtensions { khr_swapchain: true, ..DeviceExtensions::none() }; // We then choose which physical device to use. First, we enumerate all the available physical // devices, then apply filters to narrow them down to those that can support our needs. let (physical_device, queue_family) = PhysicalDevice::enumerate(&instance) .filter(|&p| { // Some devices may not support the extensions or features that your application, or // report properties and limits that are not sufficient for your application. These // should be filtered out here. p.supported_extensions().is_superset_of(&device_extensions) }) .filter_map(|p| { // For each physical device, we try to find a suitable queue family that will execute // our draw commands. // // Devices can provide multiple queues to run commands in parallel (for example a draw // queue and a compute queue), similar to CPU threads. This is something you have to // have to manage manually in Vulkan. Queues of the same type belong to the same // queue family. // // Here, we look for a single queue family that is suitable for our purposes. In a // real-life application, you may want to use a separate dedicated transfer queue to // handle data transfers in parallel with graphics operations. You may also need a // separate queue for compute operations, if your application uses those. p.queue_families() .find(|&q| { // We select a queue family that supports graphics operations. When drawing to // a window surface, as we do in this example, we also need to check that queues // in this queue family are capable of presenting images to the surface. q.supports_graphics() && surface.is_supported(q).unwrap_or(false) }) // The code here searches for the first queue family that is suitable. If none is // found, `None` is returned to `filter_map`, which disqualifies this physical // device. .map(|q| (p, q)) }) // All the physical devices that pass the filters above are suitable for the application. // However, not every device is equal, some are preferred over others. Now, we assign // each physical device a score, and pick the device with the // lowest ("best") score. // // In this example, we simply select the best-scoring device to use in the application. // In a real-life setting, you may want to use the best-scoring device only as a // "default" or "recommended" device, and let the user choose the device themselves. .min_by_key(|(p, _)| { // We assign a better score to device types that are likely to be faster/better. match p.properties().device_type { PhysicalDeviceType::DiscreteGpu => 0, PhysicalDeviceType::IntegratedGpu => 1, PhysicalDeviceType::VirtualGpu => 2, PhysicalDeviceType::Cpu => 3, PhysicalDeviceType::Other => 4, } }) .unwrap(); // Some little debug infos. println!( "Using device: {} (type: {:?})", physical_device.properties().device_name, physical_device.properties().device_type, ); // Now initializing the device. This is probably the most important object of Vulkan. // // We have to pass four parameters when creating a device: // // - Which physical device to connect to. // // - A list of optional features and extensions that our program needs to work correctly. // Some parts of the Vulkan specs are optional and must be enabled manually at device // creation. In this example the only thing we are going to need is the `khr_swapchain` // extension that allows us to draw to a window. // // - The list of queues that we are going to use. The exact parameter is an iterator whose // items are `(Queue, f32)` where the floating-point represents the priority of the queue // between 0.0 and 1.0. The priority of the queue is a hint to the implementation about how // much it should prioritize queues between one another. // // The iterator of created queues is returned by the function alongside the device. let (device, mut queues) = Device::new( physical_device, &Features::none(), // Some devices require certain extensions to be enabled if they are present // (e.g. `khr_portability_subset`). We add them to the device extensions that we're going to // enable. &physical_device .required_extensions() .union(&device_extensions), [(queue_family, 0.5)].iter().cloned(), ) .unwrap(); // Since we can request multiple queues, the `queues` variable is in fact an iterator. We // only use one queue in this example, so we just retrieve the first and only element of the // iterator. let queue = queues.next().unwrap(); // Before we can draw on the surface, we have to create what is called a swapchain. Creating // a swapchain allocates the color buffers that will contain the image that will ultimately // be visible on the screen. These images are returned alongside the swapchain. let (mut swapchain, images) = { // Querying the capabilities of the surface. When we create the swapchain we can only // pass values that are allowed by the capabilities. let caps = surface.capabilities(physical_device).unwrap(); // The alpha mode indicates how the alpha value of the final image will behave. For example, // you can choose whether the window will be opaque or transparent. let composite_alpha = caps.supported_composite_alpha.iter().next().unwrap(); // Choosing the internal format that the images will have. let format = caps.supported_formats[0].0; // The dimensions of the window, only used to initially setup the swapchain. // NOTE: // On some drivers the swapchain dimensions are specified by `caps.current_extent` and the // swapchain size must use these dimensions. // These dimensions are always the same as the window dimensions. // // However, other drivers don't specify a value, i.e. `caps.current_extent` is `None` // These drivers will allow anything, but the only sensible value is the window dimensions. // // Both of these cases need the swapchain to use the window dimensions, so we just use that. let dimensions: [u32; 2] = surface.window().inner_size().into(); // Please take a look at the docs for the meaning of the parameters we didn't mention. Swapchain::start(device.clone(), surface.clone()) .num_images(caps.min_image_count) .format(format) .dimensions(dimensions) .usage(ImageUsage::color_attachment()) .sharing_mode(&queue) .composite_alpha(composite_alpha) .build() .unwrap() }; // We now create a buffer that will store the shape of our triangle. // We use #[repr(C)] here to force rustc to not do anything funky with our data, although for this // particular example, it doesn't actually change the in-memory representation. #[repr(C)] #[derive(Default, Debug, Clone)] struct Vertex { position: [f32; 2], } vulkano::impl_vertex!(Vertex, position); let vertex_buffer = CpuAccessibleBuffer::from_iter( device.clone(), BufferUsage::all(), false, [ Vertex { position: [-0.5, -0.25], }, Vertex { position: [0.0, 0.5], }, Vertex { position: [0.25, -0.1], }, ] .iter() .cloned(), ) .unwrap(); // The next step is to create the shaders. // // The raw shader creation API provided by the vulkano library is unsafe, for various reasons. // // An overview of what the `vulkano_shaders::shader!` macro generates can be found in the // `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/ // // TODO: explain this in details mod vs { vulkano_shaders::shader! { ty: "vertex", src: " #version 450 layout(location = 0) in vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } " } } mod fs { vulkano_shaders::shader! { ty: "fragment", src: " #version 450 layout(location = 0) out vec4 f_color; void main() { f_color = vec4(1.0, 0.0, 0.0, 1.0); } " } } let vs = vs::load(device.clone()).unwrap(); let fs = fs::load(device.clone()).unwrap(); // At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL // implicitly does a lot of computation whenever you draw. In Vulkan, you have to do all this // manually. // The next step is to create a *render pass*, which is an object that describes where the // output of the graphics pipeline will go. It describes the layout of the images // where the colors, depth and/or stencil information will be written. let render_pass = vulkano::single_pass_renderpass!( device.clone(), attachments: { // `color` is a custom name we give to the first and only attachment. color: { // `load: Clear` means that we ask the GPU to clear the content of this // attachment at the start of the drawing. load: Clear, // `store: Store` means that we ask the GPU to store the output of the draw // in the actual image. We could also ask it to discard the result. store: Store, // `format: ` indicates the type of the format of the image. This has to // be one of the types of the `vulkano::format` module (or alternatively one // of your structs that implements the `FormatDesc` trait). Here we use the // same format as the swapchain. format: swapchain.format(), // TODO: samples: 1, } }, pass: { // We use the attachment named `color` as the one and only color attachment. color: [color], // No depth-stencil attachment is indicated with empty brackets. depth_stencil: {} } ) .unwrap(); // Before we draw we have to create what is called a pipeline. This is similar to an OpenGL // program, but much more specific. let pipeline = GraphicsPipeline::start() // We need to indicate the layout of the vertices. .vertex_input_state(BuffersDefinition::new().vertex::()) // A Vulkan shader can in theory contain multiple entry points, so we have to specify // which one. .vertex_shader(vs.entry_point("main").unwrap(), ()) // The content of the vertex buffer describes a list of triangles. .input_assembly_state(InputAssemblyState::new()) // Use a resizable viewport set to draw over the entire window .viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant()) // See `vertex_shader`. .fragment_shader(fs.entry_point("main").unwrap(), ()) // We have to indicate which subpass of which render pass this pipeline is going to be used // in. The pipeline will only be usable from this particular subpass. .render_pass(Subpass::from(render_pass.clone(), 0).unwrap()) // Now that our builder is filled, we call `build()` to obtain an actual pipeline. .build(device.clone()) .unwrap(); // Dynamic viewports allow us to recreate just the viewport when the window is resized // Otherwise we would have to recreate the whole pipeline. let mut viewport = Viewport { origin: [0.0, 0.0], dimensions: [0.0, 0.0], depth_range: 0.0..1.0, }; // The render pass we created above only describes the layout of our framebuffers. Before we // can draw we also need to create the actual framebuffers. // // Since we need to draw to multiple images, we are going to create a different framebuffer for // each image. let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut viewport); // Initialization is finally finished! // In some situations, the swapchain will become invalid by itself. This includes for example // when the window is resized (as the images of the swapchain will no longer match the // window's) or, on Android, when the application went to the background and goes back to the // foreground. // // In this situation, acquiring a swapchain image or presenting it will return an error. // Rendering to an image of that swapchain will not produce any error, but may or may not work. // To continue rendering, we need to recreate the swapchain by creating a new swapchain. // Here, we remember that we need to do this for the next loop iteration. let mut recreate_swapchain = false; // In the loop below we are going to submit commands to the GPU. Submitting a command produces // an object that implements the `GpuFuture` trait, which holds the resources for as long as // they are in use by the GPU. // // Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to avoid // that, we store the submission of the previous frame here. let mut previous_frame_end = Some(sync::now(device.clone()).boxed()); event_loop.run(move |event, _, control_flow| { match event { Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => { *control_flow = ControlFlow::Exit; } Event::WindowEvent { event: WindowEvent::Resized(_), .. } => { recreate_swapchain = true; } Event::RedrawEventsCleared => { // It is important to call this function from time to time, otherwise resources will keep // accumulating and you will eventually reach an out of memory error. // Calling this function polls various fences in order to determine what the GPU has // already processed, and frees the resources that are no longer needed. previous_frame_end.as_mut().unwrap().cleanup_finished(); // Whenever the window resizes we need to recreate everything dependent on the window size. // In this example that includes the swapchain, the framebuffers and the dynamic state viewport. if recreate_swapchain { // Get the new dimensions of the window. let dimensions: [u32; 2] = surface.window().inner_size().into(); let (new_swapchain, new_images) = match swapchain.recreate().dimensions(dimensions).build() { Ok(r) => r, // This error tends to happen when the user is manually resizing the window. // Simply restarting the loop is the easiest way to fix this issue. Err(SwapchainCreationError::UnsupportedDimensions) => return, Err(e) => panic!("Failed to recreate swapchain: {:?}", e), }; swapchain = new_swapchain; // Because framebuffers contains an Arc on the old swapchain, we need to // recreate framebuffers as well. framebuffers = window_size_dependent_setup( &new_images, render_pass.clone(), &mut viewport, ); recreate_swapchain = false; } // Before we can draw on the output, we have to *acquire* an image from the swapchain. If // no image is available (which happens if you submit draw commands too quickly), then the // function will block. // This operation returns the index of the image that we are allowed to draw upon. // // This function can block if no image is available. The parameter is an optional timeout // after which the function call will return an error. let (image_num, suboptimal, acquire_future) = match swapchain::acquire_next_image(swapchain.clone(), None) { Ok(r) => r, Err(AcquireError::OutOfDate) => { recreate_swapchain = true; return; } Err(e) => panic!("Failed to acquire next image: {:?}", e), }; // acquire_next_image can be successful, but suboptimal. This means that the swapchain image // will still work, but it may not display correctly. With some drivers this can be when // the window resizes, but it may not cause the swapchain to become out of date. if suboptimal { recreate_swapchain = true; } // Specify the color to clear the framebuffer with i.e. blue let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into()]; // In order to draw, we have to build a *command buffer*. The command buffer object holds // the list of commands that are going to be executed. // // Building a command buffer is an expensive operation (usually a few hundred // microseconds), but it is known to be a hot path in the driver and is expected to be // optimized. // // Note that we have to pass a queue family when we create the command buffer. The command // buffer will only be executable on that given queue family. let mut builder = AutoCommandBufferBuilder::primary( device.clone(), queue.family(), CommandBufferUsage::OneTimeSubmit, ) .unwrap(); builder // Before we can draw, we have to *enter a render pass*. There are two methods to do // this: `draw_inline` and `draw_secondary`. The latter is a bit more advanced and is // not covered here. // // The third parameter builds the list of values to clear the attachments with. The API // is similar to the list of attachments when building the framebuffers, except that // only the attachments that use `load: Clear` appear in the list. .begin_render_pass( framebuffers[image_num].clone(), SubpassContents::Inline, clear_values, ) .unwrap() // We are now inside the first subpass of the render pass. We add a draw command. // // The last two parameters contain the list of resources to pass to the shaders. // Since we used an `EmptyPipeline` object, the objects have to be `()`. .set_viewport(0, [viewport.clone()]) .bind_pipeline_graphics(pipeline.clone()) .bind_vertex_buffers(0, vertex_buffer.clone()) .draw(vertex_buffer.len() as u32, 1, 0, 0) .unwrap() // We leave the render pass by calling `draw_end`. Note that if we had multiple // subpasses we could have called `next_inline` (or `next_secondary`) to jump to the // next subpass. .end_render_pass() .unwrap(); // Finish building the command buffer by calling `build`. let command_buffer = builder.build().unwrap(); let future = previous_frame_end .take() .unwrap() .join(acquire_future) .then_execute(queue.clone(), command_buffer) .unwrap() // The color output is now expected to contain our triangle. But in order to show it on // the screen, we have to *present* the image by calling `present`. // // This function does not actually present the image immediately. Instead it submits a // present command at the end of the queue. This means that it will only be presented once // the GPU has finished executing the command buffer that draws the triangle. .then_swapchain_present(queue.clone(), swapchain.clone(), image_num) .then_signal_fence_and_flush(); match future { Ok(future) => { previous_frame_end = Some(future.boxed()); } Err(FlushError::OutOfDate) => { recreate_swapchain = true; previous_frame_end = Some(sync::now(device.clone()).boxed()); } Err(e) => { println!("Failed to flush future: {:?}", e); previous_frame_end = Some(sync::now(device.clone()).boxed()); } } } _ => (), } }); } /// This method is called once during initialization, then again whenever the window is resized fn window_size_dependent_setup( images: &[Arc>], render_pass: Arc, viewport: &mut Viewport, ) -> Vec> { let dimensions = images[0].dimensions().width_height(); viewport.dimensions = [dimensions[0] as f32, dimensions[1] as f32]; images .iter() .map(|image| { let view = ImageView::new(image.clone()).unwrap(); Framebuffer::start(render_pass.clone()) .add(view) .unwrap() .build() .unwrap() }) .collect::>() }