use ash::util::*; use ash::vk; use std::default::Default; use std::ffi::CStr; use std::io::Cursor; use std::mem; use std::mem::align_of; use crate::offset_of; mod base; use base::*; #[derive(Clone, Debug, Copy)] struct Vertex { pos: [f32; 4], color: [f32; 4], } pub(crate) fn main() { unsafe { let base = ExampleBase::new(900, 600); let renderpass_attachments = [ vk::AttachmentDescription { format: base.surface_format.format, samples: vk::SampleCountFlags::TYPE_1, load_op: vk::AttachmentLoadOp::CLEAR, store_op: vk::AttachmentStoreOp::STORE, final_layout: vk::ImageLayout::PRESENT_SRC_KHR, ..Default::default() }, vk::AttachmentDescription { format: vk::Format::D16_UNORM, samples: vk::SampleCountFlags::TYPE_1, load_op: vk::AttachmentLoadOp::CLEAR, initial_layout: vk::ImageLayout::DEPTH_STENCIL_ATTACHMENT_OPTIMAL, final_layout: vk::ImageLayout::DEPTH_STENCIL_ATTACHMENT_OPTIMAL, ..Default::default() }, ]; let color_attachment_refs = [vk::AttachmentReference { attachment: 0, layout: vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL, }]; let depth_attachment_ref = vk::AttachmentReference { attachment: 1, layout: vk::ImageLayout::DEPTH_STENCIL_ATTACHMENT_OPTIMAL, }; let dependencies = [vk::SubpassDependency { src_subpass: vk::SUBPASS_EXTERNAL, src_stage_mask: vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT, dst_access_mask: vk::AccessFlags::COLOR_ATTACHMENT_READ | vk::AccessFlags::COLOR_ATTACHMENT_WRITE, dst_stage_mask: vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT, ..Default::default() }]; let subpass = vk::SubpassDescription::builder() .color_attachments(&color_attachment_refs) .depth_stencil_attachment(&depth_attachment_ref) .pipeline_bind_point(vk::PipelineBindPoint::GRAPHICS); let renderpass_create_info = vk::RenderPassCreateInfo::builder() .attachments(&renderpass_attachments) .subpasses(std::slice::from_ref(&subpass)) .dependencies(&dependencies); let renderpass = base .device .create_render_pass(&renderpass_create_info, None) .unwrap(); let framebuffers: Vec = base .present_image_views .iter() .map(|&present_image_view| { let framebuffer_attachments = [present_image_view, base.depth_image_view]; let frame_buffer_create_info = vk::FramebufferCreateInfo::builder() .render_pass(renderpass) .attachments(&framebuffer_attachments) .width(base.surface_resolution.width) .height(base.surface_resolution.height) .layers(1); base.device .create_framebuffer(&frame_buffer_create_info, None) .unwrap() }) .collect(); let index_buffer_data = [0u32, 1, 2]; let index_buffer_info = vk::BufferCreateInfo::builder() .size(std::mem::size_of_val(&index_buffer_data) as u64) .usage(vk::BufferUsageFlags::INDEX_BUFFER) .sharing_mode(vk::SharingMode::EXCLUSIVE); let index_buffer = base.device.create_buffer(&index_buffer_info, None).unwrap(); let index_buffer_memory_req = base.device.get_buffer_memory_requirements(index_buffer); let index_buffer_memory_index = find_memorytype_index( &index_buffer_memory_req, &base.device_memory_properties, vk::MemoryPropertyFlags::HOST_VISIBLE | vk::MemoryPropertyFlags::HOST_COHERENT, ) .expect("Unable to find suitable memorytype for the index buffer."); let index_allocate_info = vk::MemoryAllocateInfo { allocation_size: index_buffer_memory_req.size, memory_type_index: index_buffer_memory_index, ..Default::default() }; let index_buffer_memory = base .device .allocate_memory(&index_allocate_info, None) .unwrap(); let index_ptr = base .device .map_memory( index_buffer_memory, 0, index_buffer_memory_req.size, vk::MemoryMapFlags::empty(), ) .unwrap(); let mut index_slice = Align::new( index_ptr, align_of::() as u64, index_buffer_memory_req.size, ); index_slice.copy_from_slice(&index_buffer_data); base.device.unmap_memory(index_buffer_memory); base.device .bind_buffer_memory(index_buffer, index_buffer_memory, 0) .unwrap(); let vertex_input_buffer_info = vk::BufferCreateInfo { size: 3 * std::mem::size_of::() as u64, usage: vk::BufferUsageFlags::VERTEX_BUFFER, sharing_mode: vk::SharingMode::EXCLUSIVE, ..Default::default() }; let vertex_input_buffer = base .device .create_buffer(&vertex_input_buffer_info, None) .unwrap(); let vertex_input_buffer_memory_req = base .device .get_buffer_memory_requirements(vertex_input_buffer); let vertex_input_buffer_memory_index = find_memorytype_index( &vertex_input_buffer_memory_req, &base.device_memory_properties, vk::MemoryPropertyFlags::HOST_VISIBLE | vk::MemoryPropertyFlags::HOST_COHERENT, ) .expect("Unable to find suitable memorytype for the vertex buffer."); let vertex_buffer_allocate_info = vk::MemoryAllocateInfo { allocation_size: vertex_input_buffer_memory_req.size, memory_type_index: vertex_input_buffer_memory_index, ..Default::default() }; let vertex_input_buffer_memory = base .device .allocate_memory(&vertex_buffer_allocate_info, None) .unwrap(); let vertices = [ // green Vertex { pos: [0.5, 0.5, 0.0, 1.0], color: [0.0, 1.0, 0.0, 1.0], }, // blue Vertex { pos: [-0.5, 0.5, 0.0, 1.0], color: [0.0, 0.0, 1.0, 1.0], }, Vertex { pos: [0.0f32, -0.5, 0.0, 1.0], color: [1.0, 0.0, 0.0, 1.0], }, ]; let vert_ptr = base .device .map_memory( vertex_input_buffer_memory, 0, vertex_input_buffer_memory_req.size, vk::MemoryMapFlags::empty(), ) .unwrap(); let mut vert_align = Align::new( vert_ptr, align_of::() as u64, vertex_input_buffer_memory_req.size, ); vert_align.copy_from_slice(&vertices); base.device.unmap_memory(vertex_input_buffer_memory); base.device .bind_buffer_memory(vertex_input_buffer, vertex_input_buffer_memory, 0) .unwrap(); let mut vertex_spv_file = Cursor::new(&include_bytes!("../shader/triangle/vert.spv")[..]); let mut frag_spv_file = Cursor::new(&include_bytes!("../shader/triangle/frag.spv")[..]); let vertex_code = read_spv(&mut vertex_spv_file).expect("Failed to read vertex shader spv file"); let vertex_shader_info = vk::ShaderModuleCreateInfo::builder().code(&vertex_code); let frag_code = read_spv(&mut frag_spv_file).expect("Failed to read fragment shader spv file"); let frag_shader_info = vk::ShaderModuleCreateInfo::builder().code(&frag_code); let vertex_shader_module = base .device .create_shader_module(&vertex_shader_info, None) .expect("Vertex shader module error"); let fragment_shader_module = base .device .create_shader_module(&frag_shader_info, None) .expect("Fragment shader module error"); let layout_create_info = vk::PipelineLayoutCreateInfo::default(); let pipeline_layout = base .device .create_pipeline_layout(&layout_create_info, None) .unwrap(); let shader_entry_name = CStr::from_bytes_with_nul_unchecked(b"main\0"); let shader_stage_create_infos = [ vk::PipelineShaderStageCreateInfo { module: vertex_shader_module, p_name: shader_entry_name.as_ptr(), stage: vk::ShaderStageFlags::VERTEX, ..Default::default() }, vk::PipelineShaderStageCreateInfo { s_type: vk::StructureType::PIPELINE_SHADER_STAGE_CREATE_INFO, module: fragment_shader_module, p_name: shader_entry_name.as_ptr(), stage: vk::ShaderStageFlags::FRAGMENT, ..Default::default() }, ]; let vertex_input_binding_descriptions = [vk::VertexInputBindingDescription { binding: 0, stride: mem::size_of::() as u32, input_rate: vk::VertexInputRate::VERTEX, }]; let vertex_input_attribute_descriptions = [ vk::VertexInputAttributeDescription { location: 0, binding: 0, format: vk::Format::R32G32B32A32_SFLOAT, offset: offset_of!(Vertex, pos) as u32, }, vk::VertexInputAttributeDescription { location: 1, binding: 0, format: vk::Format::R32G32B32A32_SFLOAT, offset: offset_of!(Vertex, color) as u32, }, ]; let vertex_input_state_info = vk::PipelineVertexInputStateCreateInfo::builder() .vertex_attribute_descriptions(&vertex_input_attribute_descriptions) .vertex_binding_descriptions(&vertex_input_binding_descriptions); let vertex_input_assembly_state_info = vk::PipelineInputAssemblyStateCreateInfo { topology: vk::PrimitiveTopology::TRIANGLE_LIST, ..Default::default() }; let viewports = [vk::Viewport { x: 0.0, y: 0.0, width: base.surface_resolution.width as f32, height: base.surface_resolution.height as f32, min_depth: 0.0, max_depth: 1.0, }]; let scissors = [base.surface_resolution.into()]; let viewport_state_info = vk::PipelineViewportStateCreateInfo::builder() .scissors(&scissors) .viewports(&viewports); let rasterization_info = vk::PipelineRasterizationStateCreateInfo { front_face: vk::FrontFace::COUNTER_CLOCKWISE, line_width: 1.0, polygon_mode: vk::PolygonMode::FILL, ..Default::default() }; let multisample_state_info = vk::PipelineMultisampleStateCreateInfo { rasterization_samples: vk::SampleCountFlags::TYPE_1, ..Default::default() }; let noop_stencil_state = vk::StencilOpState { fail_op: vk::StencilOp::KEEP, pass_op: vk::StencilOp::KEEP, depth_fail_op: vk::StencilOp::KEEP, compare_op: vk::CompareOp::ALWAYS, ..Default::default() }; let depth_state_info = vk::PipelineDepthStencilStateCreateInfo { depth_test_enable: 1, depth_write_enable: 1, depth_compare_op: vk::CompareOp::LESS_OR_EQUAL, front: noop_stencil_state, back: noop_stencil_state, max_depth_bounds: 1.0, ..Default::default() }; let color_blend_attachment_states = [vk::PipelineColorBlendAttachmentState { blend_enable: 0, src_color_blend_factor: vk::BlendFactor::SRC_COLOR, dst_color_blend_factor: vk::BlendFactor::ONE_MINUS_DST_COLOR, color_blend_op: vk::BlendOp::ADD, src_alpha_blend_factor: vk::BlendFactor::ZERO, dst_alpha_blend_factor: vk::BlendFactor::ZERO, alpha_blend_op: vk::BlendOp::ADD, color_write_mask: vk::ColorComponentFlags::RGBA, }]; let color_blend_state = vk::PipelineColorBlendStateCreateInfo::builder() .logic_op(vk::LogicOp::CLEAR) .attachments(&color_blend_attachment_states); let dynamic_state = [vk::DynamicState::VIEWPORT, vk::DynamicState::SCISSOR]; let dynamic_state_info = vk::PipelineDynamicStateCreateInfo::builder().dynamic_states(&dynamic_state); let graphic_pipeline_info = vk::GraphicsPipelineCreateInfo::builder() .stages(&shader_stage_create_infos) .vertex_input_state(&vertex_input_state_info) .input_assembly_state(&vertex_input_assembly_state_info) .viewport_state(&viewport_state_info) .rasterization_state(&rasterization_info) .multisample_state(&multisample_state_info) .depth_stencil_state(&depth_state_info) .color_blend_state(&color_blend_state) .dynamic_state(&dynamic_state_info) .layout(pipeline_layout) .render_pass(renderpass); let graphics_pipelines = base .device .create_graphics_pipelines( vk::PipelineCache::null(), &[graphic_pipeline_info.build()], None, ) .expect("Unable to create graphics pipeline"); let graphic_pipeline = graphics_pipelines[0]; base.render_loop(|| { let (present_index, _) = base .swapchain_loader .acquire_next_image( base.swapchain, std::u64::MAX, base.present_complete_semaphore, vk::Fence::null(), ) .unwrap(); let clear_values = [ vk::ClearValue { color: vk::ClearColorValue { float32: [0.0, 0.0, 0.0, 0.0], }, }, vk::ClearValue { depth_stencil: vk::ClearDepthStencilValue { depth: 1.0, stencil: 0, }, }, ]; let render_pass_begin_info = vk::RenderPassBeginInfo::builder() .render_pass(renderpass) .framebuffer(framebuffers[present_index as usize]) .render_area(base.surface_resolution.into()) .clear_values(&clear_values); record_submit_commandbuffer( &base.device, base.draw_command_buffer, base.draw_commands_reuse_fence, base.present_queue, &[vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT], &[base.present_complete_semaphore], &[base.rendering_complete_semaphore], |device, draw_command_buffer| { device.cmd_begin_render_pass( draw_command_buffer, &render_pass_begin_info, vk::SubpassContents::INLINE, ); device.cmd_bind_pipeline( draw_command_buffer, vk::PipelineBindPoint::GRAPHICS, graphic_pipeline, ); device.cmd_set_viewport(draw_command_buffer, 0, &viewports); device.cmd_set_scissor(draw_command_buffer, 0, &scissors); device.cmd_bind_vertex_buffers( draw_command_buffer, 0, &[vertex_input_buffer], &[0], ); device.cmd_bind_index_buffer( draw_command_buffer, index_buffer, 0, vk::IndexType::UINT32, ); device.cmd_draw_indexed( draw_command_buffer, index_buffer_data.len() as u32, 1, 0, 0, 1, ); // Or draw without the index buffer // device.cmd_draw(draw_command_buffer, 3, 1, 0, 0); device.cmd_end_render_pass(draw_command_buffer); }, ); //let mut present_info_err = mem::zeroed(); let wait_semaphors = [base.rendering_complete_semaphore]; let swapchains = [base.swapchain]; let image_indices = [present_index]; let present_info = vk::PresentInfoKHR::builder() .wait_semaphores(&wait_semaphors) // &base.rendering_complete_semaphore) .swapchains(&swapchains) .image_indices(&image_indices); base.swapchain_loader .queue_present(base.present_queue, &present_info) .unwrap(); }); base.device.device_wait_idle().unwrap(); for pipeline in graphics_pipelines { base.device.destroy_pipeline(pipeline, None); } base.device.destroy_pipeline_layout(pipeline_layout, None); base.device .destroy_shader_module(vertex_shader_module, None); base.device .destroy_shader_module(fragment_shader_module, None); base.device.free_memory(index_buffer_memory, None); base.device.destroy_buffer(index_buffer, None); base.device.free_memory(vertex_input_buffer_memory, None); base.device.destroy_buffer(vertex_input_buffer, None); for framebuffer in framebuffers { base.device.destroy_framebuffer(framebuffer, None); } base.device.destroy_render_pass(renderpass, None); } }