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3 changed files with 1 additions and 259 deletions
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@ -30,16 +30,8 @@ impl App {
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pub fn new(event_loop: &EventLoop<()>) -> Self {
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let library = VulkanLibrary::new().unwrap();
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// The first step of any Vulkan program is to create an instance.
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//
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// When we create an instance, we have to pass a list of extensions that we want to enable.
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//
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// All the window-drawing functionalities are part of non-core extensions that we need to
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// enable manually. To do so, we ask `Surface` for the list of extensions required to draw
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// to a window.
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let required_extensions = Surface::required_extensions(event_loop).unwrap();
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// Now creating the instance.
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let instance = Instance::new(
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library,
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InstanceCreateInfo {
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@ -57,69 +49,31 @@ impl App {
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)
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.unwrap();
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// Choose device extensions that we're going to use. In order to present images to a
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// surface, we need a `Swapchain`, which is provided by the `khr_swapchain` extension.
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let mut device_extensions = DeviceExtensions {
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khr_swapchain: true,
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..DeviceExtensions::empty()
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};
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// We then choose which physical device to use. First, we enumerate all the available
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// physical devices, then apply filters to narrow them down to those that can support our
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// needs.
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let (physical_device, queue_family_index) = instance
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.enumerate_physical_devices()
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.unwrap()
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.filter(|p| {
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// For this example, we require at least Vulkan 1.3, or a device that has the
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// `khr_dynamic_rendering` extension available.
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p.api_version() >= Version::V1_3 || p.supported_extensions().khr_dynamic_rendering
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})
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.filter(|p| {
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// Some devices may not support the extensions or features that your application,
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// or report properties and limits that are not sufficient for your application.
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// These should be filtered out here.
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p.supported_extensions().contains(&device_extensions)
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})
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.filter_map(|p| {
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// For each physical device, we try to find a suitable queue family that will
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// execute our draw commands.
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//
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// Devices can provide multiple queues to run commands in parallel (for example a
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// draw queue and a compute queue), similar to CPU threads. This is something you
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// have to have to manage manually in Vulkan. Queues of the same type belong to the
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// same queue family.
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//
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// Here, we look for a single queue family that is suitable for our purposes. In a
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// real-world application, you may want to use a separate dedicated transfer queue
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// to handle data transfers in parallel with graphics operations. You may also need
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// a separate queue for compute operations, if your application uses those.
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p.queue_family_properties()
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.iter()
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.enumerate()
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.position(|(i, q)| {
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// We select a queue family that supports graphics operations. When drawing
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// to a window surface, as we do in this example, we also need to check
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// that queues in this queue family are capable of presenting images to the
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// surface.
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q.queue_flags.intersects(QueueFlags::GRAPHICS)
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&& p.presentation_support(i as u32, event_loop).unwrap()
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})
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// The code here searches for the first queue family that is suitable. If none
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// is found, `None` is returned to `filter_map`, which disqualifies this
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// physical device.
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.map(|i| (p, i as u32))
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})
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// All the physical devices that pass the filters above are suitable for the
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// application. However, not every device is equal, some are preferred over others.
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// Now, we assign each physical device a score, and pick the device with the lowest
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// ("best") score.
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//
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// In this example, we simply select the best-scoring device to use in the application.
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// In a real-world setting, you may want to use the best-scoring device only as a
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// "default" or "recommended" device, and let the user choose the device themself.
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.min_by_key(|(p, _)| {
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// We assign a lower score to device types that are likely to be faster/better.
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match p.properties().device_type {
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PhysicalDeviceType::DiscreteGpu => 0,
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PhysicalDeviceType::IntegratedGpu => 1,
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@ -131,68 +85,36 @@ impl App {
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})
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.expect("no suitable physical device found");
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// Some little debug infos.
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println!(
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"Using device: {} (type: {:?})",
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physical_device.properties().device_name,
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physical_device.properties().device_type,
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);
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// If the selected device doesn't have Vulkan 1.3 available, then we need to enable the
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// `khr_dynamic_rendering` extension manually. This extension became a core part of Vulkan
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// in version 1.3 and later, so it's always available then and it does not need to be
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// enabled. We can be sure that this extension will be available on the selected physical
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// device, because we filtered out unsuitable devices in the device selection code above.
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if physical_device.api_version() < Version::V1_3 {
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device_extensions.khr_dynamic_rendering = true;
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}
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// Now initializing the device. This is probably the most important object of Vulkan.
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//
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// An iterator of created queues is returned by the function alongside the device.
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let (device, mut queues) = Device::new(
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// Which physical device to connect to.
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physical_device,
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DeviceCreateInfo {
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// The list of queues that we are going to use. Here we only use one queue, from
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// the previously chosen queue family.
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queue_create_infos: vec![QueueCreateInfo {
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queue_family_index,
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..Default::default()
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}],
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// A list of optional features and extensions that our program needs to work
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// correctly. Some parts of the Vulkan specs are optional and must be enabled
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// manually at device creation. In this example the only things we are going to
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// need are the `khr_swapchain` extension that allows us to draw to a window, and
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// `khr_dynamic_rendering` if we don't have Vulkan 1.3 available.
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enabled_extensions: device_extensions,
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// In order to render with Vulkan 1.3's dynamic rendering, we need to enable it
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// here. Otherwise, we are only allowed to render with a render pass object, as in
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// the standard triangle example. The feature is required to be supported by the
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// device if it supports Vulkan 1.3 and higher, or if the `khr_dynamic_rendering`
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// extension is available, so we don't need to check for support.
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enabled_features: DeviceFeatures {
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dynamic_rendering: true,
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..DeviceFeatures::empty()
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},
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..Default::default()
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},
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)
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.unwrap();
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// Since we can request multiple queues, the `queues` variable is in fact an iterator. We
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// only use one queue in this example, so we just retrieve the first and only element of
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// the iterator.
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let queue = queues.next().unwrap();
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let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
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// Before we can start creating and recording command buffers, we need a way of allocating
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// them. Vulkano provides a command buffer allocator, which manages raw Vulkan command
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// pools underneath and provides a safe interface for them.
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let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new(
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device.clone(),
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Default::default(),
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@ -245,21 +167,12 @@ impl ApplicationHandler for App {
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WindowEvent::RedrawRequested => {
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let window_size = rcx.window.inner_size();
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// Do not draw the frame when the screen size is zero. On Windows, this can occur
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// when minimizing the application.
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if window_size.width == 0 || window_size.height == 0 {
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return;
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}
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// It is important to call this function from time to time, otherwise resources
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// will keep accumulating and you will eventually reach an out of memory error.
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// Calling this function polls various fences in order to determine what the GPU
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// has already processed, and frees the resources that are no longer needed.
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rcx.previous_frame_end.as_mut().unwrap().cleanup_finished();
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// Whenever the window resizes we need to recreate everything dependent on the
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// window size. In this example that includes the swapchain, the framebuffers and
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// the dynamic state viewport.
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if rcx.recreate_swapchain {
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let (new_swapchain, new_images) = rcx
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.swapchain
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@ -270,23 +183,11 @@ impl ApplicationHandler for App {
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.expect("failed to recreate swapchain");
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rcx.swapchain = new_swapchain;
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// Now that we have new swapchain images, we must create new image views from
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// them as well.
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rcx.attachment_image_views = window_size_dependent_setup(&new_images);
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rcx.viewport.extent = window_size.into();
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rcx.recreate_swapchain = false;
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}
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// Before we can draw on the output, we have to *acquire* an image from the
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// swapchain. If no image is available (which happens if you submit draw commands
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// too quickly), then the function will block. This operation returns the index of
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// the image that we are allowed to draw upon.
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//
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// This function can block if no image is available. The parameter is an optional
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// timeout after which the function call will return an error.
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let (image_index, suboptimal, acquire_future) = match acquire_next_image(
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rcx.swapchain.clone(),
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None,
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@ -301,23 +202,10 @@ impl ApplicationHandler for App {
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Err(e) => panic!("failed to acquire next image: {e}"),
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};
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// `acquire_next_image` can be successful, but suboptimal. This means that the
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// swapchain image will still work, but it may not display correctly. With some
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// drivers this can be when the window resizes, but it may not cause the swapchain
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// to become out of date.
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if suboptimal {
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rcx.recreate_swapchain = true;
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}
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// In order to draw, we have to record a *command buffer*. The command buffer
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// object holds the list of commands that are going to be executed.
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//
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// Recording a command buffer is an expensive operation (usually a few hundred
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// microseconds), but it is known to be a hot path in the driver and is expected to
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// be optimized.
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//
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// Note that we have to pass a queue family when we create the command buffer. The
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// command buffer will only be executable on that given queue family.
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let mut builder = AutoCommandBufferBuilder::primary(
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self.command_buffer_allocator.clone(),
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self.queue.queue_family_index(),
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@ -326,37 +214,18 @@ impl ApplicationHandler for App {
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.unwrap();
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builder
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// Before we can draw, we have to *enter a render pass*. We specify which
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// attachments we are going to use for rendering here, which needs to match
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// what was previously specified when creating the pipeline.
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.begin_rendering(RenderingInfo {
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// As before, we specify one color attachment, but now we specify the image
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// view to use as well as how it should be used.
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color_attachments: vec![Some(RenderingAttachmentInfo {
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// `Clear` means that we ask the GPU to clear the content of this
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// attachment at the start of rendering.
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load_op: AttachmentLoadOp::Clear,
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// `Store` means that we ask the GPU to store the rendered output in
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// the attachment image. We could also ask it to discard the result.
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store_op: AttachmentStoreOp::Store,
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// The value to clear the attachment with. Here we clear it with a blue
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// color.
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//
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// Only attachments that have `AttachmentLoadOp::Clear` are provided
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// with clear values, any others should use `None` as the clear value.
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clear_value: Some([0.0, 0.0, 0.0, 1.0].into()),
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..RenderingAttachmentInfo::image_view(
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// We specify image view corresponding to the currently acquired
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// swapchain image, to use for this attachment.
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rcx.attachment_image_views[image_index as usize].clone(),
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)
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})],
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..Default::default()
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})
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.unwrap()
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// We are now inside the first subpass of the render pass.
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//
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// TODO: Document state setting and how it affects subsequent draw commands.
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.set_viewport(0, [rcx.viewport.clone()].into_iter().collect())
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.unwrap();
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@ -365,11 +234,9 @@ impl ApplicationHandler for App {
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}
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builder
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// We leave the render pass.
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.end_rendering()
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.unwrap();
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// Finish recording the command buffer by calling `end`.
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let command_buffer = builder.build().unwrap();
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let future = rcx
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@ -379,14 +246,6 @@ impl ApplicationHandler for App {
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.join(acquire_future)
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.then_execute(self.queue.clone(), command_buffer)
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.unwrap()
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// The color output is now expected to contain our triangle. But in order to
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// show it on the screen, we have to *present* the image by calling
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// `then_swapchain_present`.
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//
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// This function does not actually present the image immediately. Instead it
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// submits a present command at the end of the queue. This means that it will
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// only be presented once the GPU has finished executing the command buffer
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// that draws the triangle.
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.then_swapchain_present(
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self.queue.clone(),
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SwapchainPresentInfo::swapchain_image_index(
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@ -22,56 +22,26 @@ impl RenderContext {
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pub fn new(window: Arc<Window>, surface: Arc<Surface>, device: &Arc<Device>) -> Self {
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let window_size = window.inner_size();
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// Before we can draw on the surface, we have to create what is called a swapchain.
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// Creating a swapchain allocates the color buffers that will contain the image that will
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// ultimately be visible on the screen. These images are returned alongside the swapchain.
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let (swapchain, images) = {
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// Querying the capabilities of the surface. When we create the swapchain we can only
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// pass values that are allowed by the capabilities.
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let surface_capabilities = device
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.physical_device()
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.surface_capabilities(&surface, Default::default())
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.unwrap();
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// Choosing the internal format that the images will have.
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let (image_format, _) = device
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.physical_device()
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.surface_formats(&surface, Default::default())
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.unwrap()[0];
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// Please take a look at the docs for the meaning of the parameters we didn't mention.
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Swapchain::new(
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device.clone(),
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surface,
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SwapchainCreateInfo {
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// Some drivers report an `min_image_count` of 1, but fullscreen mode requires
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// at least 2. Therefore we must ensure the count is at least 2, otherwise the
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// program would crash when entering fullscreen mode on those drivers.
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// 2 because with some graphics driver, it crash on fullscreen because fullscreen need to min image to works.
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min_image_count: surface_capabilities.min_image_count.max(2),
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image_format,
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// The size of the window, only used to initially setup the swapchain.
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//
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// NOTE:
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// On some drivers the swapchain extent is specified by
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// `surface_capabilities.current_extent` and the swapchain size must use this
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// extent. This extent is always the same as the window size.
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//
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// However, other drivers don't specify a value, i.e.
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// `surface_capabilities.current_extent` is `None`. These drivers will allow
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// anything, but the only sensible value is the window size.
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//
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// Both of these cases need the swapchain to use the window size, so we just
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// use that.
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image_extent: window_size.into(),
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image_usage: ImageUsage::COLOR_ATTACHMENT,
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// The alpha mode indicates how the alpha value of the final image will behave.
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// For example, you can choose whether the window will be opaque or
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// transparent.
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composite_alpha: surface_capabilities
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.supported_composite_alpha
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.into_iter()
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@ -84,38 +54,15 @@ impl RenderContext {
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.unwrap()
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};
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// When creating the swapchain, we only created plain images. To use them as an attachment
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// for rendering, we must wrap then in an image view.
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//
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// Since we need to draw to multiple images, we are going to create a different image view
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// for each image.
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let attachment_image_views = window_size_dependent_setup(&images);
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// Dynamic viewports allow us to recreate just the viewport when the window is resized.
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// Otherwise we would have to recreate the whole pipeline.
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let viewport = Viewport {
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offset: [0.0, 0.0],
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extent: window_size.into(),
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depth_range: 0.0..=1.0,
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};
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// In some situations, the swapchain will become invalid by itself. This includes for
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// example when the window is resized (as the images of the swapchain will no longer match
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// the window's) or, on Android, when the application went to the background and goes back
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// to the foreground.
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//
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// In this situation, acquiring a swapchain image or presenting it will return an error.
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// Rendering to an image of that swapchain will not produce any error, but may or may not
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// work. To continue rendering, we need to recreate the swapchain by creating a new
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// swapchain. Here, we remember that we need to do this for the next loop iteration.
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let recreate_swapchain = false;
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// In the loop below we are going to submit commands to the GPU. Submitting a command
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// produces an object that implements the `GpuFuture` trait, which holds the resources for
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// as long as they are in use by the GPU.
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//
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// Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to
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// avoid that, we store the submission of the previous frame here.
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let previous_frame_end = Some(sync::now(device.clone()).boxed());
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Self {
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|
|
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@ -34,21 +34,6 @@ pub struct Scene {
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impl Scene {
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pub fn initialize(device: &Arc<Device>, swapchain: &Arc<Swapchain>, memory_allocator: &Arc<StandardMemoryAllocator>) -> Scene {
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// The next step is to create the shaders.
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//
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// The raw shader creation API provided by the vulkano library is unsafe for various
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// reasons, so The `shader!` macro provides a way to generate a Rust module from GLSL
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// source - in the example below, the source is provided as a string input directly to the
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// shader, but a path to a source file can be provided as well. Note that the user must
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// specify the type of shader (e.g. "vertex", "fragment", etc.) using the `ty` option of
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// the macro.
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//
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// The items generated by the `shader!` macro include a `load` function which loads the
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// shader using an input logical device. The module also includes type definitions for
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// layout structures defined in the shader source, for example uniforms and push constants.
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//
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// A more detailed overview of what the `shader!` macro generates can be found in the
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// vulkano-shaders crate docs. You can view them at https://docs.rs/vulkano-shaders/
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mod vs {
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vulkano_shaders::shader! {
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ty: "vertex",
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|
@ -63,16 +48,7 @@ impl Scene {
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}
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}
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// Before we draw, we have to create what is called a **pipeline**. A pipeline describes
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// how a GPU operation is to be performed. It is similar to an OpenGL program, but it also
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// contains many settings for customization, all baked into a single object. For drawing,
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// we create a **graphics** pipeline, but there are also other types of pipeline.
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let pipeline = {
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// First, we load the shaders that the pipeline will use: the vertex shader and the
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// fragment shader.
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//
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||||
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
|
||||
// which one.
|
||||
let vs = vs::load(device.clone())
|
||||
.unwrap()
|
||||
.entry_point("main")
|
||||
|
@ -82,78 +58,40 @@ impl Scene {
|
|||
.entry_point("main")
|
||||
.unwrap();
|
||||
|
||||
// Automatically generate a vertex input state from the vertex shader's input
|
||||
// interface, that takes a single vertex buffer containing `Vertex` structs.
|
||||
let vertex_input_state = MyVertex::per_vertex().definition(&vs).unwrap();
|
||||
|
||||
// Make a list of the shader stages that the pipeline will have.
|
||||
let stages = [
|
||||
PipelineShaderStageCreateInfo::new(vs),
|
||||
PipelineShaderStageCreateInfo::new(fs),
|
||||
];
|
||||
|
||||
// We must now create a **pipeline layout** object, which describes the locations and
|
||||
// types of descriptor sets and push constants used by the shaders in the pipeline.
|
||||
//
|
||||
// Multiple pipelines can share a common layout object, which is more efficient. The
|
||||
// shaders in a pipeline must use a subset of the resources described in its pipeline
|
||||
// layout, but the pipeline layout is allowed to contain resources that are not present
|
||||
// in the shaders; they can be used by shaders in other pipelines that share the same
|
||||
// layout. Thus, it is a good idea to design shaders so that many pipelines have common
|
||||
// resource locations, which allows them to share pipeline layouts.
|
||||
let layout = PipelineLayout::new(
|
||||
device.clone(),
|
||||
// Since we only have one pipeline in this example, and thus one pipeline layout,
|
||||
// we automatically generate the creation info for it from the resources used in
|
||||
// the shaders. In a real application, you would specify this information manually
|
||||
// so that you can re-use one layout in multiple pipelines.
|
||||
PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
|
||||
.into_pipeline_layout_create_info(device.clone())
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
// We describe the formats of attachment images where the colors, depth and/or stencil
|
||||
// information will be written. The pipeline will only be usable with this particular
|
||||
// configuration of the attachment images.
|
||||
let subpass = PipelineRenderingCreateInfo {
|
||||
// We specify a single color attachment that will be rendered to. When we begin
|
||||
// rendering, we will specify a swapchain image to be used as this attachment, so
|
||||
// here we set its format to be the same format as the swapchain.
|
||||
color_attachment_formats: vec![Some(swapchain.image_format())],
|
||||
..Default::default()
|
||||
};
|
||||
|
||||
// Finally, create the pipeline.
|
||||
GraphicsPipeline::new(
|
||||
device.clone(),
|
||||
None,
|
||||
GraphicsPipelineCreateInfo {
|
||||
stages: stages.into_iter().collect(),
|
||||
// How vertex data is read from the vertex buffers into the vertex shader.
|
||||
vertex_input_state: Some(vertex_input_state),
|
||||
// How vertices are arranged into primitive shapes. The default primitive shape
|
||||
// is a triangle.
|
||||
input_assembly_state: Some(InputAssemblyState::default()),
|
||||
// How primitives are transformed and clipped to fit the framebuffer. We use a
|
||||
// resizable viewport, set to draw over the entire window.
|
||||
viewport_state: Some(ViewportState::default()),
|
||||
// How polygons are culled and converted into a raster of pixels. The default
|
||||
// value does not perform any culling.
|
||||
rasterization_state: Some(RasterizationState::default()),
|
||||
// How multiple fragment shader samples are converted to a single pixel value.
|
||||
// The default value does not perform any multisampling.
|
||||
multisample_state: Some(MultisampleState::default()),
|
||||
// How pixel values are combined with the values already present in the
|
||||
// framebuffer. The default value overwrites the old value with the new one,
|
||||
// without any blending.
|
||||
color_blend_state: Some(ColorBlendState::with_attachment_states(
|
||||
subpass.color_attachment_formats.len() as u32,
|
||||
ColorBlendAttachmentState::default(),
|
||||
)),
|
||||
// Dynamic states allows us to specify parts of the pipeline settings when
|
||||
// recording the command buffer, before we perform drawing. Here, we specify
|
||||
// that the viewport should be dynamic.
|
||||
dynamic_state: [DynamicState::Viewport].into_iter().collect(),
|
||||
subpass: Some(subpass.into()),
|
||||
..GraphicsPipelineCreateInfo::layout(layout)
|
||||
|
@ -162,7 +100,6 @@ impl Scene {
|
|||
.unwrap()
|
||||
};
|
||||
|
||||
// We now create a buffer that will store the shape of our triangle.
|
||||
let vertices = [
|
||||
// Triangle en haut à gauche
|
||||
MyVertex {
|
||||
|
@ -247,7 +184,6 @@ impl Scene {
|
|||
.bind_vertex_buffers(0, self.vertex_buffer.clone())
|
||||
.unwrap();
|
||||
|
||||
// We add a draw command.
|
||||
let vertex_count = self.vertex_buffer.len() as u32;
|
||||
let instance_count = vertex_count / 3;
|
||||
|
||||
|
|
Loading…
Reference in a new issue