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Fix support for 2D array images #1803

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Binary file added examples/src/bin/texture_array/asterisk.png
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381 changes: 381 additions & 0 deletions examples/src/bin/texture_array/main.rs
Original file line number Diff line number Diff line change
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// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.

use std::io::Cursor;
use std::sync::Arc;

use png;
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::{Window, WindowBuilder};

use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess};
use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, SubpassContents};
use vulkano::descriptor_set::{PersistentDescriptorSet, WriteDescriptorSet};
use vulkano::device::{Device, DeviceExtensions, Features};
use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType};
use vulkano::format::Format;
use vulkano::image::{
ImageDimensions, ImageUsage, ImmutableImage, MipmapsCount, SwapchainImage, view::ImageView,
};
use vulkano::image::ImageAccess;
use vulkano::instance::Instance;
use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint};
use vulkano::pipeline::graphics::color_blend::ColorBlendState;
use vulkano::pipeline::graphics::input_assembly::{InputAssemblyState, PrimitiveTopology};
use vulkano::pipeline::graphics::vertex_input::BuffersDefinition;
use vulkano::pipeline::graphics::viewport::{Viewport, ViewportState};
use vulkano::render_pass::{Framebuffer, RenderPass, Subpass};
use vulkano::sampler::{Filter, Sampler, SamplerAddressMode};
use vulkano::swapchain::{self, AcquireError, Swapchain, SwapchainCreationError};
use vulkano::sync::{self, FlushError, GpuFuture};
use vulkano::Version;
use vulkano_win::VkSurfaceBuild;

fn main() {
// This example is about this:
// uniform sampler2DArray texture_array;
// And not this:
// uniform sampler2D array_of_textures[42];

let required_extensions = vulkano_win::required_extensions();
let instance = Instance::new(None, Version::V1_1, &required_extensions, None).unwrap();

let event_loop = EventLoop::new();
let surface = WindowBuilder::new()
.build_vk_surface(&event_loop, instance.clone())
.unwrap();

let device_extensions = DeviceExtensions {
khr_swapchain: true,
..DeviceExtensions::none()
};
let (physical_device, queue_family) = PhysicalDevice::enumerate(&instance)
.filter(|&p| p.supported_extensions().is_superset_of(&device_extensions))
.filter_map(|p| {
p.queue_families()
.find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false))
.map(|q| (p, q))
})
.min_by_key(|(p, _)| match p.properties().device_type {
PhysicalDeviceType::DiscreteGpu => 0,
PhysicalDeviceType::IntegratedGpu => 1,
PhysicalDeviceType::VirtualGpu => 2,
PhysicalDeviceType::Cpu => 3,
PhysicalDeviceType::Other => 4,
})
.unwrap();

println!(
"Using device: {} (type: {:?})",
physical_device.properties().device_name,
physical_device.properties().device_type,
);

let (device, mut queues) = Device::new(
physical_device,
&Features::none(),
&physical_device
.required_extensions()
.union(&device_extensions),
[(queue_family, 0.5)].iter().cloned(),
)
.unwrap();
let queue = queues.next().unwrap();

let (mut swapchain, images) = {
let caps = surface.capabilities(physical_device).unwrap();
let composite_alpha = caps.supported_composite_alpha.iter().next().unwrap();
let format = caps.supported_formats[0].0;
let dimensions: [u32; 2] = surface.window().inner_size().into();

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()
};

#[repr(C)]
#[derive(Default, Debug, Clone)]
struct Vertex {
position: [f32; 2],
}
vulkano::impl_vertex!(Vertex, position);

let vertex_buffer = CpuAccessibleBuffer::<[Vertex]>::from_iter(
device.clone(),
BufferUsage::all(),
false,
[
Vertex {
position: [-0.2, -0.5],
},
Vertex {
position: [-0.5, 0.8],
},
Vertex {
position: [0.4, -0.5],
},
Vertex {
position: [0.5, 0.2],
},
]
.iter()
.cloned(),
)
.unwrap();

let vs = vs::load(device.clone()).unwrap();
let fs = fs::load(device.clone()).unwrap();

let render_pass = vulkano::single_pass_renderpass!(device.clone(),
attachments: {
color: {
load: Clear,
store: Store,
format: swapchain.format(),
samples: 1,
}
},
pass: {
color: [color],
depth_stencil: {}
}
)
.unwrap();

let (texture, tex_future) = {
let image_array_data: Vec<_> = vec![include_bytes!("square.png").to_vec(), include_bytes!("star.png").to_vec(), include_bytes!("asterisk.png").to_vec()]
.into_iter().flat_map(|png_bytes| {
let cursor = Cursor::new(png_bytes);
let decoder = png::Decoder::new(cursor);
let mut reader = decoder.read_info().unwrap();
let info = reader.info();
let mut image_data = Vec::new();
image_data.resize((info.width * info.height * 4) as usize, 0);
reader.next_frame(&mut image_data).unwrap();
image_data
}).collect();
let dimensions = ImageDimensions::Dim2d {
width: 128,
height: 128,
array_layers: 3,
}; // TODO replace with your actual image array dimensions
let (image, future) = ImmutableImage::from_iter(
image_array_data.iter().cloned(),
dimensions,
MipmapsCount::Log2,
Format::R8G8B8A8_SRGB,
queue.clone(),
)
.unwrap();
(ImageView::new(image).unwrap(), future)
};

let sampler = Sampler::simple_repeat_linear(device.clone()).unwrap();

let subpass = Subpass::from(render_pass.clone(), 0).unwrap();
let pipeline = GraphicsPipeline::start()
.vertex_input_state(BuffersDefinition::new().vertex::<Vertex>())
.vertex_shader(vs.entry_point("main").unwrap(), ())
.input_assembly_state(InputAssemblyState::new().topology(PrimitiveTopology::TriangleStrip))
.viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant())
.fragment_shader(fs.entry_point("main").unwrap(), ())
.color_blend_state(ColorBlendState::new(subpass.num_color_attachments()).blend_alpha())
.render_pass(subpass)
.build(device.clone())
.unwrap();

let layout = pipeline.layout().descriptor_set_layouts().get(0).unwrap();
let set = PersistentDescriptorSet::new(
layout.clone(),
[WriteDescriptorSet::image_view_sampler(
0,
texture.clone(),
sampler.clone(),
)],
)
.unwrap();

let mut viewport = Viewport {
origin: [0.0, 0.0],
dimensions: [0.0, 0.0],
depth_range: 0.0..1.0,
};
let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut viewport);

let mut recreate_swapchain = false;
let mut previous_frame_end = Some(tex_future.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 => {
previous_frame_end.as_mut().unwrap().cleanup_finished();

if recreate_swapchain {
let dimensions: [u32; 2] = surface.window().inner_size().into();
let (new_swapchain, new_images) =
match swapchain.recreate().dimensions(dimensions).build() {
Ok(r) => r,
Err(SwapchainCreationError::UnsupportedDimensions) => return,
Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
};

swapchain = new_swapchain;
framebuffers =
window_size_dependent_setup(&new_images, render_pass.clone(), &mut viewport);
recreate_swapchain = false;
}

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),
};

if suboptimal {
recreate_swapchain = true;
}

let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into()];
let mut builder = AutoCommandBufferBuilder::primary(
device.clone(),
queue.family(),
CommandBufferUsage::OneTimeSubmit,
)
.unwrap();
builder
.begin_render_pass(
framebuffers[image_num].clone(),
SubpassContents::Inline,
clear_values,
)
.unwrap()
.set_viewport(0, [viewport.clone()])
.bind_pipeline_graphics(pipeline.clone())
.bind_descriptor_sets(
PipelineBindPoint::Graphics,
pipeline.layout().clone(),
0,
set.clone(),
)
.bind_vertex_buffers(0, vertex_buffer.clone())
.draw(vertex_buffer.len() as u32, 3, 0, 0)
.unwrap()
.end_render_pass()
.unwrap();
let command_buffer = builder.build().unwrap();

let future = previous_frame_end
.take()
.unwrap()
.join(acquire_future)
.then_execute(queue.clone(), command_buffer)
.unwrap()
.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<SwapchainImage<Window>>],
render_pass: Arc<RenderPass>,
viewport: &mut Viewport,
) -> Vec<Arc<Framebuffer>> {
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::<Vec<_>>()
}

mod vs {
vulkano_shaders::shader! {
ty: "vertex",
src: "
#version 450

layout(location = 0) in vec2 position;
layout(location = 0) out vec2 tex_coords;
layout(location = 1) out uint layer;

const float x[4] = float[](0.0, 0.0, 1.0, 1.0);
const float y[4] = float[](0.0, 1.0, 0.0, 1.0);

void main() {
gl_Position = vec4(position, 0.0, 1.0);
tex_coords = vec2(x[gl_VertexIndex], y[gl_VertexIndex]);
layer = gl_InstanceIndex;
}"
}
}

mod fs {
vulkano_shaders::shader! {
ty: "fragment",
src: "
#version 450

layout(location = 0) in vec2 tex_coords;
layout(location = 1) flat in uint layer;
layout(location = 0) out vec4 f_color;

layout(set = 0, binding = 0) uniform sampler2DArray tex;

void main() {
f_color = texture(tex, vec3(tex_coords, layer));
}"
}
}
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