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example.rs
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example.rs
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// Copied from https://github.com/vulkano-rs/vulkano/blob/master/examples/src/bin/triangle.rs
/// Differences:
/// * Set the correct color format for the swapchain
/// * Second renderpass to draw the gui
use std::collections::VecDeque;
use std::convert::TryInto;
use std::sync::Arc;
use std::time::Instant;
use bytemuck::{Pod, Zeroable};
use egui::plot::{HLine, Line, Plot, Value, Values};
use egui::{Color32, ColorImage, Ui};
use egui_vulkano::UpdateTexturesResult;
use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess};
use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, RenderPassBeginInfo, SubpassContents};
use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType};
use vulkano::device::{Device, DeviceCreateInfo, DeviceExtensions, QueueCreateInfo};
use vulkano::format::{ClearValue, Format};
use vulkano::image::view::ImageView;
use vulkano::image::{ImageAccess, ImageUsage, SwapchainImage};
use vulkano::instance::{Instance, InstanceCreateInfo, InstanceExtensions};
use vulkano::pipeline::graphics::input_assembly::InputAssemblyState;
use vulkano::pipeline::graphics::vertex_input::BuffersDefinition;
use vulkano::pipeline::graphics::viewport::Viewport;
use vulkano::pipeline::graphics::viewport::ViewportState;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass};
use vulkano::swapchain::{AcquireError, Swapchain, SwapchainCreateInfo, SwapchainCreationError};
use vulkano::sync::{FenceSignalFuture, FlushError, GpuFuture};
use vulkano::{swapchain, sync};
use vulkano::instance::debug::{DebugUtilsMessenger, DebugUtilsMessengerCreateInfo};
use vulkano_win::VkSurfaceBuild;
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::{Fullscreen, Window, WindowBuilder};
pub struct FrameEndFuture(Box<dyn GpuFuture>);
impl FrameEndFuture {
pub fn now(device: Arc<Device>) -> Self {
Self(sync::now(device).boxed())
}
pub fn get(self) -> Box<dyn GpuFuture> {
self.0
}
}
impl AsMut<dyn GpuFuture> for FrameEndFuture {
fn as_mut(&mut self) -> &mut (dyn GpuFuture + 'static) {
self.0.as_mut()
}
}
fn main() {
let required_extensions = vulkano_win::required_extensions();
for layer in vulkano::instance::layers_list().unwrap() {
println!("Available layer: {}", layer.name());
}
let instance = Instance::new(InstanceCreateInfo {
enabled_extensions: required_extensions,
enabled_layers: vec!["VK_LAYER_KHRONOS_validation".into()],
..Default::default()
}).unwrap();
let _callback = unsafe {
DebugUtilsMessenger::new(
instance.clone(),
DebugUtilsMessengerCreateInfo::user_callback(Arc::new(|msg| {
println!("Debug callback: {:?}", msg.description);
})),
).ok()
};
let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
println!(
"Using device: {} (type: {:?})",
physical.properties().device_name,
physical.properties().device_type,
);
let event_loop = EventLoop::new();
let surface = WindowBuilder::new()
.with_title("egui_vulkano demo")
.with_fullscreen(Some(Fullscreen::Borderless(None)))
.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() && q.supports_surface(&surface).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();
let (device, mut queues) = Device::new(
physical_device,
DeviceCreateInfo {
enabled_extensions: device_extensions,
queue_create_infos: vec![QueueCreateInfo::family(queue_family)],
..Default::default()
},
)
.unwrap();
let queue = queues.next().unwrap();
let (mut swapchain, images) = {
let caps = physical_device
.surface_capabilities(&surface, Default::default())
.unwrap();
let composite_alpha = caps.supported_composite_alpha.iter().next().unwrap();
let image_format = Some(Format::B8G8R8A8_SRGB);
let image_extent: [u32; 2] = surface.window().inner_size().into();
Swapchain::new(
device.clone(),
surface.clone(),
SwapchainCreateInfo {
min_image_count: caps.min_image_count,
image_format,
image_extent,
image_usage: ImageUsage::color_attachment(),
composite_alpha,
..Default::default()
},
)
.unwrap()
};
#[derive(Default, Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
struct Vertex {
position: [f32; 2],
}
vulkano::impl_vertex!(Vertex, position);
let vertex_buffer = {
CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage::all(),
false,
[
Vertex {
position: [-0.5, -0.25],
},
Vertex {
position: [0.0, 0.5],
},
Vertex {
position: [0.25, -0.1],
},
]
.iter()
.cloned(),
)
.unwrap()
};
mod vs {
vulkano_shaders::shader! {
ty: "vertex",
src: "
#version 450
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
"
}
}
mod fs {
vulkano_shaders::shader! {
ty: "fragment",
src: "
#version 450
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}
"
}
}
let vs = vs::load(device.clone()).unwrap();
let fs = fs::load(device.clone()).unwrap();
let render_pass = vulkano::ordered_passes_renderpass!(
device.clone(),
attachments: {
color: {
load: Clear,
store: Store,
format: swapchain.image_format(),
samples: 1,
}
},
passes: [
{ color: [color], depth_stencil: {}, input: [] },
{ color: [color], depth_stencil: {}, input: [] } // Create a second renderpass to draw egui
]
)
.unwrap();
let pipeline = GraphicsPipeline::start()
.vertex_input_state(BuffersDefinition::new().vertex::<Vertex>())
.vertex_shader(vs.entry_point("main").unwrap(), ())
.input_assembly_state(InputAssemblyState::new())
.viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant())
.fragment_shader(fs.entry_point("main").unwrap(), ())
.render_pass(Subpass::from(render_pass.clone().into(), 0).unwrap())
.build(device.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: Option<Box<dyn GpuFuture>> = Some(sync::now(device.clone()).boxed());
//Set up everything need to draw the gui
let window = surface.window();
let egui_ctx = egui::Context::default();
let mut egui_winit = egui_winit::State::new(4096, window);
let mut egui_painter = egui_vulkano::Painter::new(
device.clone(),
queue.clone(),
Subpass::from(render_pass.clone(), 1).unwrap(),
)
.unwrap();
//Set up some window to look at for the test
let mut egui_test = egui_demo_lib::ColorTest::default();
let mut demo_windows = egui_demo_lib::DemoWindows::default();
let mut egui_bench = Benchmark::new(1000);
let mut my_texture = egui_ctx.load_texture("my_texture", ColorImage::example());
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::WindowEvent { event, .. } => {
let egui_consumed_event = egui_winit.on_event(&egui_ctx, &event);
if !egui_consumed_event {
// do your own event handling here
};
}
Event::RedrawEventsCleared => {
previous_frame_end
.as_mut()
.unwrap()
.as_mut()
.cleanup_finished();
if recreate_swapchain {
let dimensions: [u32; 2] = surface.window().inner_size().into();
let (new_swapchain, new_images) =
match swapchain.recreate(SwapchainCreateInfo {
image_extent: surface.window().inner_size().into(),
..swapchain.create_info()
}) {
Ok(r) => r,
Err(SwapchainCreationError::ImageExtentNotSupported { .. }) => return,
Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
};
swapchain = new_swapchain;
framebuffers = window_size_dependent_setup(
&new_images,
render_pass.clone(),
&mut viewport,
);
viewport.dimensions = [dimensions[0] as f32, dimensions[1] as f32];
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![ClearValue::Float([0.0, 0.0, 1.0, 1.0]).into()];
let mut builder = AutoCommandBufferBuilder::primary(
device.clone(),
queue.family(),
CommandBufferUsage::OneTimeSubmit,
)
.unwrap();
let frame_start = Instant::now();
egui_ctx.begin_frame(egui_winit.take_egui_input(surface.window()));
demo_windows.ui(&egui_ctx);
egui::Window::new("Color test")
.vscroll(true)
.show(&egui_ctx, |ui| {
egui_test.ui(ui);
});
egui::Window::new("Settings").show(&egui_ctx, |ui| {
egui_ctx.settings_ui(ui);
});
egui::Window::new("Benchmark")
.default_height(600.0)
.show(&egui_ctx, |ui| {
egui_bench.draw(ui);
});
egui::Window::new("Texture test").show(&egui_ctx, |ui| {
ui.image(my_texture.id(), (200.0, 200.0));
if ui.button("Reload texture").clicked() {
// previous TextureHandle is dropped, causing egui to free the texture:
my_texture = egui_ctx.load_texture("my_texture", ColorImage::example());
}
});
// Get the shapes from egui
let egui_output = egui_ctx.end_frame();
let platform_output = egui_output.platform_output;
egui_winit.handle_platform_output(surface.window(), &egui_ctx, platform_output);
let tex_future = egui_painter
.update_textures(egui_output.textures_delta)
.expect("egui texture error");
// Do your usual rendering
builder
.begin_render_pass(
RenderPassBeginInfo {
clear_values,
..RenderPassBeginInfo::framebuffer(framebuffers[image_num].clone())
},
SubpassContents::Inline,
)
.unwrap()
.set_viewport(0, [viewport.clone()])
.bind_pipeline_graphics(pipeline.clone())
.bind_vertex_buffers(0, vertex_buffer.clone())
.draw(vertex_buffer.len().try_into().unwrap(), 1, 0, 0)
.unwrap(); // Don't end the render pass yet
// Build your gui
// Automatically start the next render subpass and draw the gui
let size = surface.window().inner_size().to_logical(egui_ctx.pixels_per_point() as _);
egui_painter
.draw(
&mut builder,
[size.width, size.height],
&egui_ctx,
egui_output.shapes,
)
.unwrap();
egui_bench.push(frame_start.elapsed().as_secs_f64());
// End the render pass as usual
builder.end_render_pass().unwrap();
let command_buffer = builder.build().unwrap();
let mut future_mut = acquire_future.join(tex_future).boxed();
if let Some(future) = previous_frame_end.take() {
future_mut = future_mut.join(future).boxed();
}
let future = future_mut
.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) => {
future.wait(None).unwrap();
previous_frame_end = Some(sync::now(device.clone()).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());
}
}
}
_ => (),
}
});
}
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_default(image.clone()).unwrap();
Framebuffer::new(
render_pass.clone(),
FramebufferCreateInfo {
attachments: vec![view],
..Default::default()
},
)
.unwrap()
})
.collect::<Vec<_>>()
}
pub struct Benchmark {
capacity: usize,
data: VecDeque<f64>,
}
impl Benchmark {
pub fn new(capacity: usize) -> Self {
Self {
capacity,
data: VecDeque::with_capacity(capacity),
}
}
pub fn draw(&self, ui: &mut Ui) {
let iter = self
.data
.iter()
.enumerate()
.map(|(i, v)| Value::new(i as f64, *v * 1000.0));
let curve = Line::new(Values::from_values_iter(iter)).color(Color32::BLUE);
let target = HLine::new(1000.0 / 60.0).color(Color32::RED);
ui.label("Time in milliseconds that the gui took to draw:");
Plot::new("plot")
.view_aspect(2.0)
.include_y(0)
.show(ui, |plot_ui| {
plot_ui.line(curve);
plot_ui.hline(target)
});
ui.label("The red line marks the frametime target for drawing at 60 FPS.");
}
pub fn push(&mut self, v: f64) {
if self.data.len() >= self.capacity {
self.data.pop_front();
}
self.data.push_back(v);
}
}