7.5 KiB
#Ash
A very lightweight wrapper around Vulkan
Stable yet?
No.
Why Ash?
- Lightweight Vulkan wrapper
- Low overhead
- Added type safety
- More convenient to use than raw Vulkan
- Includes a loader
- Extensions have their own loader
What does it do?
Functions return a type VkResult<T> = Result<T, vk::Result>
instead of an error code. No mutable references for the output are required.
pub fn create_swapchain_khr(&self,
create_info: &vk::SwapchainCreateInfoKHR)
-> VkResult<vk::SwapchainKHR>;
let swapchain = device.create_swapchain_khr(&swapchain_create_info).unwrap();
Always returns a Vec<T>
for functions that output multiple values.
pub fn get_swapchain_images_khr(&self,
swapchain: vk::SwapchainKHR)
-> VkResult<Vec<vk::Image>>;
let present_images = device.get_swapchain_images_khr(swapchain).unwrap();
Ash always uses slices in functions.
// C
void vkCmdPipelineBarrier(
VkCommandBuffer commandBuffer,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
VkDependencyFlags dependencyFlags,
uint32_t memoryBarrierCount,
const VkMemoryBarrier* pMemoryBarriers,
uint32_t bufferMemoryBarrierCount,
const VkBufferMemoryBarrier* pBufferMemoryBarriers,
uint32_t imageMemoryBarrierCount,
const VkImageMemoryBarrier* pImageMemoryBarriers);
// 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]);
device.cmd_pipeline_barrier(setup_command_buffer,
vk::PIPELINE_STAGE_TOP_OF_PIPE_BIT,
vk::PIPELINE_STAGE_TOP_OF_PIPE_BIT,
vk::DependencyFlags::empty(),
&[],
&[],
&[layout_transition_barrier]);
// or
let slice = device.map_memory::<Vertex>(vertex_input_buffer_memory,
0,
vertex_input_buffer_info.size,
vk::MemoryMapFlags::empty())
.unwrap();
slice.copy_from_slice(&vertices);
Ash still uses raw Vulkan structs. The only difference is type safety. Everything that can be an enum is an enum like vk::StructureType
, flags are implemented similar to the Bitflags
crate. Ash also follows the Rust style guide. The reason that Ash uses raw Vulkan structs is to be extensible, just like the Vulkan spec.
let pool_create_info = vk::CommandPoolCreateInfo {
s_type: vk::StructureType::CommandPoolCreateInfo,
p_next: ptr::null(),
flags: vk::COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT,
queue_family_index: queue_family_index,
};
let pool = device.create_command_pool(&pool_create_info).unwrap();
Ash also takes care of loading the function pointers. Function pointers are split into 3 categories. Entry, Instance and Device. The reason for not loading it into a global is that in Vulkan you can have multiple devices and each device must load its own function pointers.
// Looks for the vulkan lib in your path, alternatively you can supply the path explicitly.
let entry = Entry::load_vulkan().unwrap();
let instance: Instance = entry.create_instance(&create_info).expect("Instance creation error");
let device: Device = instance.create_device(pdevice, &device_create_info)
.unwrap();
Additionally, every Vulkan extension has to be loaded explicity. You can find all extensions under ash::extensions. You still have to tell Vulkan which instance or device extensions you want to load.
use ash::extensions::Swapchain;
let swapchain_loader = Swapchain::new(&instance, &device).expect("Unable to load swapchain");
let swapchain = swapchain_loader.create_swapchain_khr(&swapchain_create_info).unwrap();
You don't have to pass an Instance or Device handle anymore, this is done implicitly for you.
// C
VkResult vkCreateCommandPool(
VkDevice device,
const VkCommandPoolCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkCommandPool* pCommandPool);
// Rust
pub fn create_command_pool(&self,
create_info: &vk::CommandPoolCreateInfo)
-> VkResult<vk::CommandPool>;
let pool = device.create_command_pool(&pool_create_info).unwrap();
Example
You can find the examples here.
Triangle
Currently only runs under Linux (x11) and requires GLFW, the LunarG Validation layers, a Vulkan library. Ports for other operating systems are in progress. (Currently the GLFW wrapper only wraps the low level x11 bindings)
The triangle example is written from top to bottom without many helper functions or external dependencies. It renders a colored triangle. The shaders a written in GLSL and compiled into SPIR-V with glslang
cd examples/triangle
cargo run
Texture
Displays a texture on a quad. Needs a cleanup.
cd examples/texture
cargo run
Roadmap
Extensions
- Swapchain
- Surface
- XlibSurface
- DebugReport
- Win32Surface
- MirSurface
- XcbSurface
- AndroidSurface
- WaylandSurface
- Display
Complete
In progress
- Wrapping the complete spec
- Optional extension loading
Not started
- Custom allocators