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December 16, 2018 13:21
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I fail to understand Rust types.
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#[macro_use] | |
extern crate vulkano; | |
extern crate vulkano_shaders; | |
extern crate winit; | |
extern crate vulkano_win; | |
use vulkano::buffer::{CpuAccessibleBuffer, CpuBufferPool, BufferUsage}; | |
use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState}; | |
use vulkano::descriptor::descriptor_set::PersistentDescriptorSet; | |
use vulkano::device::{Device, DeviceExtensions}; | |
use vulkano::format::{ClearValue, Format}; | |
use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, Subpass, RenderPassAbstract}; | |
use vulkano::image::{Dimensions, StorageImage, SwapchainImage}; | |
use vulkano::instance::{Instance, PhysicalDevice}; | |
use vulkano::pipeline::GraphicsPipeline; | |
use vulkano::pipeline::vertex::{BufferlessDefinition, BufferlessVertices}; | |
use vulkano::pipeline::viewport::Viewport; | |
// use vulkano::sampler::{Filter, MipmapMode, Sampler, SamplerAddressMode}; | |
use vulkano::swapchain::{AcquireError, PresentMode, SurfaceTransform, Swapchain, SwapchainCreationError}; | |
use vulkano::swapchain; | |
use vulkano::sync::{GpuFuture, FlushError}; | |
use vulkano::sync; | |
use vulkano_win::VkSurfaceBuild; | |
use winit::{EventsLoop, Window, WindowBuilder, Event, WindowEvent, | |
KeyboardInput, VirtualKeyCode, ModifiersState, dpi::LogicalSize}; | |
use image; | |
use std::sync::Arc; | |
#[cfg(all(debug_assertions))] | |
const ENABLE_VALIDATION_LAYERS: bool = true; | |
#[cfg(not(debug_assertions))] | |
const ENABLE_VALIDATION_LAYERS: bool = false; | |
const VALIDATION_LAYERS: &[&str] = &["VK_LAYER_LUNARG_standard_validation"]; | |
// type ConcreteGraphicsPipeline = GraphicsPipeline< | |
// BufferlessDefinition, | |
// Box<PipelineLayoutAbstract + Send + Sync + 'static>, | |
// Arc<RenderPassAbstract + Send + Sync + 'static>, | |
// >; | |
// type PixelImage = [u8; 4 * 64 * 64]; | |
type PixelImage = [[u8; 4]; 64 * 64]; | |
fn main() { | |
let instance = { | |
let extensions = vulkano_win::required_extensions(); | |
if ENABLE_VALIDATION_LAYERS { | |
Instance::new(None, &extensions, VALIDATION_LAYERS.iter().map(|s|*s)).unwrap() | |
} else { | |
Instance::new(None, &extensions, None).unwrap() | |
} | |
}; | |
let physical = PhysicalDevice::enumerate(&instance).next().unwrap(); | |
// println!("Using device: {} (type: {:?})", physical.name(), physical.ty()); | |
// 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 mut events_loop = EventsLoop::new(); | |
let logical_size: f64 = 544.0; | |
let surface = WindowBuilder::new() | |
.with_title("Panel Simulator") | |
.with_dimensions(LogicalSize::new(logical_size, logical_size)) | |
.with_resizable(false) | |
.build_vk_surface(&events_loop, instance.clone()).unwrap(); | |
let window = surface.window(); | |
// The next step is to choose which GPU queue 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. | |
// | |
// In a real-life application, we would probably use at least a graphics queue and a transfers | |
// queue to handle data transfers in parallel. In this example we only use one queue. | |
// | |
// We have to choose which queues to use early on, because we will need this info very soon. | |
let queue_family = physical.queue_families().find(|&q| { | |
// We take the first queue that supports drawing to our window. | |
q.supports_graphics() && surface.is_supported(q).unwrap_or(false) | |
}).unwrap(); | |
// Now initializing the device. This is probably the most important object of Vulkan. | |
// | |
// We have to pass five parameters when creating a device: | |
// | |
// - Which physical device (GPU) 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. | |
// | |
// - A list of layers to enable. This is very niche, and you will usually pass `None`. | |
// | |
// - 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 list of created queues is returned by the function alongside with the device. | |
let device_ext = DeviceExtensions { khr_swapchain: true, .. DeviceExtensions::none() }; | |
let (device, mut queues) = Device::new(physical, physical.supported_features(), &device_ext, | |
[(queue_family, 0.5)].iter().cloned()).unwrap(); | |
// Since we can request multiple queues, the `queues` variable is in fact an iterator. In this | |
// example we use only one queue, so we just retrieve the first and only element of the | |
// iterator and throw it away. | |
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 with 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).unwrap(); | |
let usage = caps.supported_usage_flags; | |
// 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 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 dont specify a value i.e. `caps.current_extent` is `None` | |
// These drivers will allow anything but the only sensible value is the window dimensions. | |
// | |
// Because for both of these cases, the swapchain needs to be the window dimensions, we just use that. | |
let initial_dimensions = if let Some(dimensions) = window.get_inner_size() { | |
// convert to physical pixels | |
let dimensions: (u32, u32) = dimensions.to_physical(window.get_hidpi_factor()).into(); | |
[dimensions.0, dimensions.1] | |
} else { | |
// The window no longer exists so exit the application. | |
return; | |
}; | |
// Please take a look at the docs for the meaning of the parameters we didn't mention. | |
Swapchain::new(device.clone(), surface.clone(), caps.min_image_count, format, | |
initial_dimensions, 1, usage, &queue, SurfaceTransform::Identity, alpha, | |
PresentMode::Fifo, true, None).unwrap() | |
}; | |
// We now create a buffer that will store the shape of our triangle. | |
// let vertex_buffer = { | |
// #[derive(Debug, Clone)] | |
// struct Vertex { position: [f32; 2] } | |
// impl_vertex!(Vertex, position); | |
// | |
// CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), [ | |
// 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 | |
#extension GL_ARB_separate_shader_objects : enable | |
// out gl_perVertex { | |
// vec4 gl_Position; | |
// }; | |
vec2 positions[6] = vec2[]( | |
vec2(-1.0, -1.0), | |
vec2(+1.0, -1.0), | |
vec2(-1.0, +1.0), | |
vec2(+1.0, +1.0), | |
vec2(-1.0, +1.0), | |
vec2(+1.0, -1.0) | |
); | |
void main() { | |
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0); | |
} | |
" | |
} | |
} | |
mod fs { | |
vulkano_shaders::shader!{ | |
ty: "fragment", | |
src: " | |
#version 450 | |
layout(location = 0) out vec4 f_color; | |
layout(set = 0, binding = 0, rgba8) uniform readonly image2D pixels; | |
void main() { | |
vec2 coord = gl_FragCoord.xy / 1088.0 * 64.0; | |
ivec2 i = ivec2(floor(coord)); | |
vec2 f = fract(coord) - 0.5; | |
if (f.x * f.x + f.y * f.y >= 0.16) | |
f_color = vec4(0.0, 0.0, 0.0, 1.0); | |
else | |
// f_color = vec4(i.x / 64.0, i.y / 64.0, 1.0, 1.0); | |
f_color = imageLoad(pixels, i); | |
} | |
" | |
} | |
} | |
let vs = vs::Shader::load(device.clone()).unwrap(); | |
let fs = fs::Shader::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 = Arc::new(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: <ty>` 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 = Arc::new(GraphicsPipeline::start() | |
// We need to indicate the layout of the vertices. | |
// The type `SingleBufferDefinition` actually contains a template parameter corresponding | |
// to the type of each vertex. But in this code it is automatically inferred. | |
//.vertex_input_single_buffer() | |
.vertex_input(BufferlessDefinition {}) | |
// A Vulkan shader can in theory contain multiple entry points, so we have to specify | |
// which one. The `main` word of `main_entry_point` actually corresponds to the name of | |
// the entry point. | |
.vertex_shader(vs.main_entry_point(), ()) | |
// The content of the vertex buffer describes a list of triangles. | |
.triangle_list() | |
// Use a resizable viewport set to draw over the entire window | |
.viewports_dynamic_scissors_irrelevant(1) | |
// See `vertex_shader`. | |
.fragment_shader(fs.main_entry_point(), ()) | |
// 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 dynamic_state = DynamicState { line_width: None, viewports: None, scissors: None }; | |
// 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 dynamic_state); | |
// 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 = Box::new(sync::now(device.clone())) as Box<GpuFuture>; | |
let img_pool: CpuBufferPool<PixelImage> = CpuBufferPool::new(device.clone(), BufferUsage::all()); | |
// let desc_set = Arc::new(PersistentDescriptorSet::start(pipeline.clone(), 0) | |
// .add_buffer(img_pool.clone()).unwrap() | |
// .build().unwrap() | |
// ); | |
loop { | |
// 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.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 = if let Some(dimensions) = window.get_inner_size() { | |
let dimensions: (u32, u32) = dimensions.to_physical(window.get_hidpi_factor()).into(); | |
[dimensions.0, dimensions.1] | |
} else { | |
return; | |
}; | |
let (new_swapchain, new_images) = match swapchain.recreate_with_dimension(dimensions) { | |
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) => continue, | |
Err(err) => panic!("{:?}", err) | |
}; | |
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 dynamic_state); | |
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, acquire_future) = match swapchain::acquire_next_image(swapchain.clone(), None) { | |
Ok(r) => r, | |
Err(AcquireError::OutOfDate) => { | |
recreate_swapchain = true; | |
continue; | |
}, | |
Err(err) => panic!("{:?}", err) | |
}; | |
// Specify the color to clear the framebuffer with i.e. blue | |
let clear_values = vec!([0.0, 0.0, 0.6, 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 vertices = BufferlessVertices { | |
vertices: 6, | |
instances: 2, | |
}; | |
let mut pixels: PixelImage = [[0; 4]; 64 * 64]; | |
if let Some(img) = read_img() { | |
pixels = img; | |
} | |
//let img_buffer = img_pool.next(pixels).unwrap(); | |
let img_buffer = CpuAccessibleBuffer::from_data( | |
device.clone(), | |
BufferUsage::all(), | |
// (0 .. 64 * 64 * 4).map(|_| 0u8)) | |
[[0u8; 4]; 64 * 64]) | |
.expect("failed to create buffer"); | |
let img_img = StorageImage::new( | |
device.clone(), | |
Dimensions::Dim2d { width: 64, height: 64 }, | |
Format::R8G8B8A8Unorm, Some(queue.family()), | |
).unwrap(); | |
let desc_set = | |
Arc::new(PersistentDescriptorSet::start(pipeline.clone(), 0) | |
.add_image(img_img.clone()).unwrap() | |
.build().unwrap() | |
); | |
let command_buffer = | |
AutoCommandBufferBuilder::primary_one_time_submit( | |
device.clone(), | |
queue.family()) | |
.unwrap() | |
.update_buffer(img_buffer.clone(), pixels) | |
.unwrap() | |
.clear_color_image(img_img.clone(), ClearValue::Float([0.2, 0.4, 0.0, 1.0])) | |
.unwrap() | |
.copy_buffer_to_image(img_buffer.clone(), img_img.clone()) | |
// XXX This line does not compile. Error is: | |
// error[E0271]: type mismatch resolving `<std::sync::Arc<vulkano::buffer::CpuAccessibleBuffer<[[u8; 4]; 4096]>> as vulkano::buffer::TypedBufferAccess>::Content == [_]` | |
// --> src/main.rs:448:14 | |
// | | |
// 448 | .copy_buffer_to_image(img_buffer.clone(), img_img.clone()) | |
// | ^^^^^^^^^^^^^^^^^^^^ expected array of 4096 elements, found slice | |
// | | |
// = note: expected type `[[u8; 4]; 4096]` | |
// found type `[_]` | |
.unwrap() | |
// 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(), false, 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 `()`. | |
// .draw(pipeline.clone(), &dynamic_state, vertex_buffer.clone(), (), ()) | |
.draw(pipeline.clone(), &dynamic_state, vertices, desc_set.clone(), ()) | |
.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`. | |
.build().unwrap(); | |
let future = previous_frame_end.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 = Box::new(future) as Box<_>; | |
} | |
Err(FlushError::OutOfDate) => { | |
recreate_swapchain = true; | |
previous_frame_end = Box::new(sync::now(device.clone())) as Box<_>; | |
} | |
Err(e) => { | |
println!("{:?}", e); | |
previous_frame_end = Box::new(sync::now(device.clone())) as Box<_>; | |
} | |
} | |
update_image(); | |
// Note that in more complex programs it is likely that one of `acquire_next_image`, | |
// `command_buffer::submit`, or `present` will block for some time. This happens when the | |
// GPU's queue is full and the driver has to wait until the GPU finished some work. | |
// | |
// Unfortunately the Vulkan API doesn't provide any way to not wait or to detect when a | |
// wait would happen. Blocking may be the desired behavior, but if you don't want to | |
// block you should spawn a separate thread dedicated to submissions. | |
// Handling the window events in order to close the program when the user wants to close | |
// it. | |
let mut done = false; | |
events_loop.poll_events(|ev| { | |
// println!("event = {:?}", ev); | |
match ev { | |
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => done = true, | |
Event::WindowEvent { event: WindowEvent::Resized(_), .. } => recreate_swapchain = true, | |
Event::WindowEvent { | |
event: | |
WindowEvent::KeyboardInput { | |
input: | |
KeyboardInput { | |
virtual_keycode: Some(VirtualKeyCode::Q), | |
modifiers: | |
ModifiersState { logo: true, .. }, | |
.. | |
}, | |
.. | |
}, | |
.. | |
} => done = true, | |
Event::WindowEvent { | |
event: | |
WindowEvent::KeyboardInput { | |
input: | |
KeyboardInput { | |
virtual_keycode: Some(VirtualKeyCode::W), | |
modifiers: | |
ModifiersState { logo: true, .. }, | |
.. | |
}, | |
.. | |
}, | |
.. | |
} => done = true, | |
_ => () | |
} | |
// println!("done = {:?}", done); | |
}); | |
if done { std::process::exit(0); } | |
} | |
} | |
use image::Pixel; | |
fn read_img() -> Option<PixelImage> { | |
match image::open("/tmp/led-sim/0.png") { | |
Err(_) => None, | |
Ok(img) => { | |
let mut pix: PixelImage = [[0; 4]; 64 * 64]; | |
for (i, pixel) in img.to_rgba().pixels().enumerate() { | |
let (r, g, b, a) = pixel.channels4(); | |
// let bytes: &[u8] = pixel.channels(); | |
pix[i] = [r, g, b, a]; | |
// pix[4 * i + 0] = r; | |
// pix[4 * i + 1] = g; | |
// pix[4 * i + 2] = b; | |
// pix[4 * i + 3] = a; | |
if i == 64 * 64 { break; } | |
}; | |
Some(pix) | |
} | |
} | |
} | |
#[allow(unused)] | |
fn update_image() { | |
// create dir if needed | |
// check that dir is readable and executable | |
// look for new files | |
// | |
} | |
/// This method is called once during initialization, then again whenever the window is resized | |
fn window_size_dependent_setup( | |
images: &[Arc<SwapchainImage<Window>>], | |
render_pass: Arc<RenderPassAbstract + Send + Sync>, | |
dynamic_state: &mut DynamicState | |
) -> Vec<Arc<FramebufferAbstract + Send + Sync>> { | |
let dimensions = images[0].dimensions(); | |
let viewport = Viewport { | |
origin: [0.0, 0.0], | |
dimensions: [dimensions[0] as f32, dimensions[1] as f32], | |
depth_range: 0.0 .. 1.0, | |
}; | |
dynamic_state.viewports = Some(vec!(viewport)); | |
images.iter().map(|image| { | |
Arc::new( | |
Framebuffer::start(render_pass.clone()) | |
.add(image.clone()).unwrap() | |
.build().unwrap() | |
) as Arc<FramebufferAbstract + Send + Sync> | |
}).collect::<Vec<_>>() | |
} |
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