# Ash A very lightweight wrapper around Vulkan [![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](LICENSE-MIT) [![LICENSE](https://img.shields.io/badge/license-apache-blue.svg)](LICENSE-APACHE) [![Documentation](https://docs.rs/ash/badge.svg)](https://docs.rs/ash) [![Build Status](https://travis-ci.org/MaikKlein/ash.svg?branch=master)](https://travis-ci.org/MaikKlein/ash) [![Build status](https://ci.appveyor.com/api/projects/status/ed7757as3a4ebexn/branch/master?svg=true)](https://ci.appveyor.com/project/MaikKlein/ash/branch/master) [![Join the chat at https://gitter.im/MaikKlein/ash](https://badges.gitter.im/MaikKlein/ash.svg)](https://gitter.im/MaikKlein/ash?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge) [![Crates.io Version](https://img.shields.io/crates/v/ash.svg)](https://crates.io/crates/ash) [![](https://tokei.rs/b1/github/maikklein/ash)](https://github.com/MaikKlein/ash) ## Overview - [x] A true Vulkan API without compromises - [x] Convenience features without limiting functionality - [x] Additional type safety - [x] Device local function pointer loading - [x] No validation, everything is **unsafe** - [x] Generated from `vk.xml` - [x] Support for Vulkan 1.1 ## Features ### Explicit returns with `Result` ```Rust // function signature pub fn create_instance(&self, create_info: &vk::InstanceCreateInfo, allocation_callbacks: Option<&vk::AllocationCallbacks>) -> Result { .. } let instance = entry.create_instance(&create_info, None) .expect("Instance creation error"); ``` ### `Vec` instead of mutable slices ```Rust pub fn get_swapchain_images(&self, swapchain: vk::SwapchainKHR) -> VkResult>; let present_images = swapchain_loader.get_swapchain_images_khr(swapchain).unwrap(); ``` *Note*: Functions don't return `Vec` if this would limit the functionality. See `p_next`. ### Slices ```Rust pub fn cmd_pipeline_barrier(&self, command_buffer: vk::CommandBuffer, src_stage_mask: vk::PipelineStageFlags, dst_stage_mask: vk::PipelineStageFlags, dependency_flags: vk::DependencyFlags, memory_barriers: &[vk::MemoryBarrier], buffer_memory_barriers: &[vk::BufferMemoryBarrier], image_memory_barriers: &[vk::ImageMemoryBarrier]); ``` ### Strongly typed handles Each Vulkan handle type is exposed as a newtyped struct for improved type safety. Null handles can be constructed with `T::null()`, and handles may be freely converted to and from `u64` with `Handle::from_raw` and `Handle::as_raw` for interop with non-Ash Vulkan code. ### Default implementation for all types ```Rust // No need to manually set the structure type let desc_alloc_info = vk::DescriptorSetAllocateInfo { descriptor_pool: self.pool, descriptor_set_count: self.layouts.len() as u32, p_set_layouts: self.layouts.as_ptr(), ..Default::default() }; ``` ### Builder pattern ```Rust // We lose all lifetime information when we call `.build()`. Be carefull! let queue_info = [vk::DeviceQueueCreateInfo::builder() .queue_family_index(queue_family_index) .queue_priorities(&priorities) .build()]; // We don't need to call build here because builders implement `Deref`. let device_create_info = vk::DeviceCreateInfo::builder() .queue_create_infos(&queue_info) .enabled_extension_names(&device_extension_names_raw) .enabled_features(&features); let device: Device = instance .create_device(pdevice, &device_create_info, None) .unwrap(); ``` Builders have an explicit lifetime, and are marked as `#[repr(transparent)]`. ```Rust #[repr(transparent)] pub struct DeviceCreateInfoBuilder<'a> { inner: DeviceCreateInfo, marker: ::std::marker::PhantomData<&'a ()>, } impl<'a> DeviceCreateInfoBuilder<'a> { //... pub fn queue_create_infos( mut self, queue_create_infos: &'a [DeviceQueueCreateInfo], ) -> DeviceCreateInfoBuilder<'a> {...} //... ``` Every reference has to live as long as the builder itself. Builders implement `Deref` targeting their corresponding Vulkan struct, so references to builders can be passed directly to Vulkan functions. Calling `.build()` will **discard** that lifetime because Vulkan structs use raw pointers internally. This should be avoided as much as possible because this can easily lead to dangling pointers. If `.build()` has to be called, it should be called as late as possible. [Lifetimes of temporaries](https://doc.rust-lang.org/reference/expressions.html#temporary-lifetimes) are extended to the enclosing statement, ensuring they are valid for the duration of a Vulkan call occurring in the same statement. ### Pointer chains ```Rust let mut variable_pointers = vk::PhysicalDeviceVariablePointerFeatures::builder(); let mut corner = vk::PhysicalDeviceCornerSampledImageFeaturesNV::builder(); ; let mut device_create_info = vk::DeviceCreateInfo::builder() .push_next(&mut corner) .push_next(&mut variable_pointers); ``` Pointer chains in builders differ from raw Vulkan. Instead of chaining every struct manually, you instead use `.push_next` on the struct that you are going to pass into the function. Those structs then get *prepended* into the chain. `push_next` is also type checked, you can only add valid structs to the chain. Both the structs and the builders can be passed into `push_next`. Only builders for structs that can be passed into functions will implement a `push_next`. ### Flags and constants as associated constants ```Rust // Bitflag vk::AccessFlags::COLOR_ATTACHMENT_READ | vk::AccessFlags::COLOR_ATTACHMENT_WRITE ``` ```Rust // Constant vk::PipelineBindPoint::GRAPHICS, ``` ### Debug/Display for Flags ```Rust let flag = vk::AccessFlags::COLOR_ATTACHMENT_READ | vk::AccessFlags::COLOR_ATTACHMENT_WRITE; println!("Debug: {:?}", flag); println!("Display: {}", flag); // Prints: // Debug: AccessFlags(110000000) // Display: COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE ``` ### Function pointer loading Ash also takes care of loading the function pointers. Function pointers are split into 3 categories. * Entry: Loads the Vulkan library. Needs to outlive `Instance` and `Device`. * Instance: Loads instance level functions. Needs to outlive the `Device`s it has created. * Device: Loads device **local** functions. The loader is just one possible implementation: * Device level functions are retrieved on a per device basis. * Everything is loaded by default, functions that failed to load are initialized to a function that always panics. * Do not call Vulkan 1.1 functions if you have created a 1.0 instance. Doing so will result in a panic. Custom loaders can be implemented. ### Extension loading Additionally, every Vulkan extension has to be loaded explicitly. You can find all extensions under [ash::extensions](https://github.com/MaikKlein/ash/tree/master/ash/src/extensions). ```Rust use ash::extensions::khr::Swapchain; let swapchain_loader = Swapchain::new(&instance, &device); let swapchain = swapchain_loader.create_swapchain(&swapchain_create_info).unwrap(); ``` ### Raw function pointers Raw function pointers are available, if something hasn't been exposed yet in the higher level API. Please open an issue if anything is missing. ```Rust device.fp_v1_0().destroy_device(...); ``` ### Support for extension names ```Rust use ash::extensions::{Swapchain, XlibSurface, Surface, DebugReport}; #[cfg(all(unix, not(target_os = "android")))] fn extension_names() -> Vec<*const i8> { vec![ Surface::name().as_ptr(), XlibSurface::name().as_ptr(), DebugReport::name().as_ptr() ] } ``` ### Implicit handles Handles from Instance or Device are passed implicitly. ```Rust pub fn create_command_pool(&self, create_info: &vk::CommandPoolCreateInfo) -> VkResult; let pool = device.create_command_pool(&pool_create_info).unwrap(); ``` ## Example You can find the examples [here](https://github.com/MaikKlein/ash/tree/master/examples). All examples currently require: the LunarG Validation layers and a Vulkan library that is visible in your `PATH`. An easy way to get started is to use the [LunarG Vulkan SDK](https://lunarg.com/vulkan-sdk/) #### Windows Make sure that you have a Vulkan ready driver and install the [LunarG Vulkan SDK](https://lunarg.com/vulkan-sdk/). #### Linux Make sure that you have a Vulkan ready driver and install the [LunarG Vulkan SDK](https://lunarg.com/vulkan-sdk/). You also have to add the library and layers to your path. Have a look at my [post](http://askubuntu.com/a/803110/77183) if you are unsure how to do that. ### [Triangle](https://github.com/MaikKlein/ash/blob/master/examples/src/bin/triangle.rs) Displays a triangle with vertex colors. ``` cd examples cargo run --bin triangle ``` #### macOS Install the [LunarG Vulkan SDK](https://lunarg.com/vulkan-sdk/). This basically entails extracting the downloaded tarball to any location you choose and then setting a few environment variables. Specifically, if `SDK_PATH` is set to the root extracted SDK directory, * `DYLD_LIBRARY_PATH = $SDK_PATH/macOS/lib` * `VK_ICD_FILENAMES = $SDK_PATH/macOS/etc/vulkan/icd.d/MoltenVK_icd.json` * `VK_LAYER_PATH = $SDK_PATH/macOS/etc/vulkan/explicit_layer.d` ![screenshot](http://i.imgur.com/PQZcL6w.jpg) ### [Texture](https://github.com/MaikKlein/ash/blob/master/examples/src/bin/texture.rs) Displays a texture on a quad. ``` cd examples cargo run --bin texture ``` ![texture](http://i.imgur.com/trow00H.png) ## Useful resources ### Examples * [vulkan-tutorial-rust](https://github.com/Usami-Renko/vulkan-tutorial-rust) - A port of [vulkan-tutorial.com](vulkan-tutorial.com). * [ash-sample-progression](https://github.com/bzm3r/ash-sample-progression) - A port of the LunarG examples. * [ash-nv-rt](https://github.com/gwihlidal/ash-nv-rt) A raytracing example for ash. ### Utility libraries * [vk-sync](https://github.com/gwihlidal/vk-sync-rs) - Simplified Vulkan synchronization logic, written in rust. * [vk-mem-rs](https://github.com/gwihlidal/vk-mem-rs) - This crate provides an FFI layer and idiomatic rust wrappers for the excellent AMD Vulkan Memory Allocator (VMA) C/C++ library. * [lahar](https://github.com/Ralith/lahar) - Tools for asynchronously uploading data to a Vulkan device. ### Libraries that use ash * [gfx-rs](https://github.com/gfx-rs/gfx) - gfx-rs is a low-level, cross-platform graphics abstraction library in Rust. ## A thanks to * [Api with no secrets](https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-1) * [Vulkan tutorial](http://jhenriques.net/development.html) * [Vulkan examples](https://github.com/SaschaWillems/Vulkan) * [Vulkan tutorial](https://vulkan-tutorial.com/) * [Vulkano](https://github.com/vulkano-rs/vulkano) * [vk-rs](https://github.com/Osspial/vk-rs)