asche 1.4.0

Provides an abstraction layer above erupt to easier use Vulkan in Rust.
Documentation
use erupt::vk;

use asche::{CommandBufferSemaphore, QueueConfiguration, Queues};

fn main() -> Result<(), asche::AscheError> {
    let event_loop = winit::event_loop::EventLoop::new();
    let window = winit::window::WindowBuilder::new()
        .with_title("asche - triangle example")
        .with_inner_size(winit::dpi::PhysicalSize::new(1920, 1080))
        .build(&event_loop)
        .unwrap();

    // Log level is based on RUST_LOG env var.
    #[cfg(feature = "tracing")]
    {
        let filter = tracing_subscriber::EnvFilter::from_default_env();
        tracing_subscriber::fmt().with_env_filter(filter).init();
    }

    let instance = asche::Instance::new(
        &window,
        asche::InstanceConfiguration {
            app_name: "triangle example",
            app_version: erupt::vk::make_version(1, 0, 0),
            extensions: vec![],
        },
    )?;

    let (device, swapchain, queues) = instance.request_device(asche::DeviceConfiguration {
        queue_configuration: QueueConfiguration {
            compute_queues: vec![],
            graphics_queues: vec![1.0],
            transfer_queues: vec![],
        },
        ..Default::default()
    })?;

    let Queues {
        compute_queues: _compute_queues,
        mut graphics_queues,
        transfer_queues: _transfer_queues,
    } = queues;

    let mut app = Application::new(device, swapchain, graphics_queues.pop().unwrap(), &window)?;

    event_loop.run(move |event, _, control_flow| {
        *control_flow = winit::event_loop::ControlFlow::Poll;

        match event {
            winit::event::Event::WindowEvent {
                event:
                    winit::event::WindowEvent::KeyboardInput {
                        input:
                            winit::event::KeyboardInput {
                                state: winit::event::ElementState::Pressed,
                                virtual_keycode: Some(winit::event::VirtualKeyCode::Escape),
                                ..
                            },
                        ..
                    },
                ..
            } => *control_flow = winit::event_loop::ControlFlow::Exit,
            winit::event::Event::WindowEvent {
                event: winit::event::WindowEvent::CloseRequested,
                window_id,
            } if window_id == window.id() => *control_flow = winit::event_loop::ControlFlow::Exit,
            winit::event::Event::MainEventsCleared => {
                app.render().unwrap();
            }
            _ => (),
        }
    });
}

struct Application {
    extent: vk::Extent2D,
    _pipeline_layout: asche::PipelineLayout,
    pipeline: asche::GraphicsPipeline,
    render_pass: asche::RenderPass,
    render_fence: asche::Fence,
    presentation_semaphore: asche::BinarySemaphore,
    render_semaphore: asche::BinarySemaphore,
    command_pool: asche::GraphicsCommandPool,
    queue: asche::GraphicsQueue,
    swapchain: asche::Swapchain,
    _device: asche::Device,
}

impl Application {
    fn new(
        device: asche::Device,
        swapchain: asche::Swapchain,
        mut graphics_queue: asche::GraphicsQueue,
        window: &winit::window::Window,
    ) -> Result<Self, asche::AscheError> {
        let extent = vk::Extent2D {
            width: window.inner_size().width,
            height: window.inner_size().height,
        };

        // Shader
        let vert_module = device.create_shader_module(
            "Vertex Shader Module",
            include_bytes!("shader/triangle.vert.spv"),
        )?;
        let frag_module = device.create_shader_module(
            "Fragment Shader Module",
            include_bytes!("shader/triangle.frag.spv"),
        )?;

        let mainfunctionname = std::ffi::CString::new("main").unwrap();
        let vertexshader_stage = vk::PipelineShaderStageCreateInfoBuilder::new()
            .stage(vk::ShaderStageFlagBits::VERTEX)
            .module(vert_module.raw)
            .name(&mainfunctionname);
        let fragmentshader_stage = vk::PipelineShaderStageCreateInfoBuilder::new()
            .stage(vk::ShaderStageFlagBits::FRAGMENT)
            .module(frag_module.raw)
            .name(&mainfunctionname);

        // Renderpass
        let attachments = [vk::AttachmentDescription2Builder::new()
            .format(vk::Format::B8G8R8A8_SRGB)
            .load_op(vk::AttachmentLoadOp::CLEAR)
            .store_op(vk::AttachmentStoreOp::STORE)
            .stencil_load_op(vk::AttachmentLoadOp::DONT_CARE)
            .stencil_store_op(vk::AttachmentStoreOp::DONT_CARE)
            .initial_layout(vk::ImageLayout::UNDEFINED)
            .final_layout(vk::ImageLayout::PRESENT_SRC_KHR)
            .samples(vk::SampleCountFlagBits::_1)];

        let color_attachment_references = [vk::AttachmentReference2Builder::new()
            .attachment(0)
            .layout(vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL)];

        let subpasses = [vk::SubpassDescription2Builder::new()
            .color_attachments(&color_attachment_references)
            .pipeline_bind_point(vk::PipelineBindPoint::GRAPHICS)];

        let renderpass_info = vk::RenderPassCreateInfo2Builder::new()
            .attachments(&attachments)
            .subpasses(&subpasses);

        let render_pass =
            device.create_render_pass("Graphics Render Pass Simple", renderpass_info)?;

        // Pipeline layout
        let pipeline_layout = vk::PipelineLayoutCreateInfoBuilder::new();
        let pipeline_layout =
            device.create_pipeline_layout("Pipeline Layout Simple", pipeline_layout)?;

        // Pipeline
        let shader_stages = vec![vertexshader_stage, fragmentshader_stage];
        let vertex_input_state = vk::PipelineVertexInputStateCreateInfoBuilder::new();
        let input_assembly_state = vk::PipelineInputAssemblyStateCreateInfoBuilder::new()
            .topology(vk::PrimitiveTopology::TRIANGLE_LIST);
        let dynamic_state = vk::PipelineDynamicStateCreateInfoBuilder::new()
            .dynamic_states(&[vk::DynamicState::VIEWPORT, vk::DynamicState::SCISSOR]);
        let viewport_state = vk::PipelineViewportStateCreateInfoBuilder::new()
            .scissor_count(1)
            .viewport_count(1);
        let rasterization_state = vk::PipelineRasterizationStateCreateInfoBuilder::new()
            .line_width(1.0)
            .front_face(vk::FrontFace::COUNTER_CLOCKWISE)
            .cull_mode(vk::CullModeFlags::NONE)
            .polygon_mode(vk::PolygonMode::FILL);
        let multisample_state = vk::PipelineMultisampleStateCreateInfoBuilder::new()
            .rasterization_samples(vk::SampleCountFlagBits::_1);
        let color_blend_attachments = [vk::PipelineColorBlendAttachmentStateBuilder::new()
            .blend_enable(true)
            .src_color_blend_factor(vk::BlendFactor::SRC_ALPHA)
            .dst_color_blend_factor(vk::BlendFactor::ONE_MINUS_SRC_ALPHA)
            .color_blend_op(vk::BlendOp::ADD)
            .src_alpha_blend_factor(vk::BlendFactor::SRC_ALPHA)
            .dst_alpha_blend_factor(vk::BlendFactor::ONE_MINUS_SRC_ALPHA)
            .alpha_blend_op(vk::BlendOp::ADD)
            .color_write_mask(
                vk::ColorComponentFlags::R
                    | vk::ColorComponentFlags::G
                    | vk::ColorComponentFlags::B
                    | vk::ColorComponentFlags::A,
            )];
        let color_blend_state = vk::PipelineColorBlendStateCreateInfoBuilder::new()
            .attachments(&color_blend_attachments);

        let pipeline_info = vk::GraphicsPipelineCreateInfoBuilder::new()
            .stages(&shader_stages)
            .vertex_input_state(&vertex_input_state)
            .input_assembly_state(&input_assembly_state)
            .dynamic_state(&dynamic_state)
            .viewport_state(&viewport_state)
            .rasterization_state(&rasterization_state)
            .multisample_state(&multisample_state)
            .color_blend_state(&color_blend_state)
            .layout(pipeline_layout.raw)
            .render_pass(render_pass.raw)
            .subpass(0);
        let pipeline = device.create_graphics_pipeline("Triangle Pipeline", pipeline_info)?;

        let graphics_command_pool = graphics_queue.create_command_pool()?;

        let render_fence = device.create_fence("Render fence")?;
        let presentation_semaphore = device.create_binary_semaphore("Presentation Semaphore")?;
        let render_semaphore = device.create_binary_semaphore("Render Semaphore")?;

        Ok(Self {
            _device: device,
            queue: graphics_queue,
            command_pool: graphics_command_pool,
            extent,
            _pipeline_layout: pipeline_layout,
            pipeline,
            render_pass,
            render_fence,
            presentation_semaphore,
            render_semaphore,
            swapchain,
        })
    }

    fn render(&mut self) -> Result<(), asche::AscheError> {
        let frame = self.swapchain.next_frame(&self.presentation_semaphore)?;

        let graphics_buffer = self.command_pool.create_command_buffer(
            None,
            Some(CommandBufferSemaphore::Binary {
                semaphore: &self.render_semaphore,
                stage: vk::PipelineStageFlags2KHR::COLOR_ATTACHMENT_OUTPUT_KHR,
            }),
        )?;

        {
            let encoder = graphics_buffer.record()?;
            encoder.set_viewport_and_scissor(
                vk::Rect2DBuilder::new()
                    .offset(vk::Offset2D { x: 0, y: 0 })
                    .extent(self.extent),
            );

            {
                let pass = encoder.begin_render_pass(
                    &mut self.swapchain,
                    &self.render_pass,
                    &[asche::RenderPassColorAttachmentDescriptor {
                        attachment: frame.view,
                        clear_value: Some(vk::ClearValue {
                            color: vk::ClearColorValue {
                                float32: [1.0, 0.0, 1.0, 1.0],
                            },
                        }),
                    }],
                    None,
                    self.extent,
                )?;

                pass.bind_pipeline(&self.pipeline);
                pass.draw(3, 1, 0, 0);
            }
        }

        self.queue
            .submit(&graphics_buffer, Some(&self.render_fence))?;
        self.swapchain.queue_frame(
            &self.queue,
            frame,
            &[&self.presentation_semaphore, &self.render_semaphore],
        )?;

        self.render_fence.wait()?;
        self.render_fence.reset()?;

        self.command_pool.reset()?;

        Ok(())
    }
}