shdrlib 0.1.3

A three-tiered Vulkan shader compilation and rendering framework built in pure Rust
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
# API Reference


Quick reference for shdrlib's three-tier API.

> **Full API docs:** Run `cargo doc --open`

---

## CORE Tier


**Thin Vulkan wrappers. Manual lifetime management required.**

### Instance & Device


```rust
// Instance
let instance = Instance::new(&InstanceCreateInfo { /* ... */ })?;
instance.handle() -> &ash::Instance
instance.enumerate_physical_devices() -> Result<Vec<vk::PhysicalDevice>>

// Device
let device = Device::new(&instance, physical_device, &DeviceCreateInfo { /* ... */ })?;
device.handle() -> &ash::Device
device.find_memory_type(type_filter, properties) -> Option<u32>
device.find_queue_family(flags) -> Option<u32>
device.wait_idle() -> Result<()>
```

### Shaders & Pipelines


```rust
// Shader
let shader = Shader::from_glsl(&device, source, ShaderStage::Vertex)?;
let shader = Shader::from_spirv(&device, spirv, ShaderStage::Fragment)?;
shader.handle() -> vk::ShaderModule
shader.destroy(&device)

// Pipeline
let pipeline = PipelineBuilder::new()
    .vertex_shader(module, "main")
    .fragment_shader(module, "main")
    .color_attachment_formats(vec![Format::R8G8B8A8_UNORM])
    .build_graphics(&device, layout)?;
pipeline.handle() -> vk::Pipeline
pipeline.destroy(&device)
```

### Buffers & Images


```rust
// Buffer
let buffer = Buffer::new(&device, size, usage, memory_properties)?;
buffer.handle() -> vk::Buffer
buffer.map<T>(&device) -> Result<*mut T>
buffer.unmap(&device)
buffer.destroy(&device)

// Image
let image = Image::new(&device, extent, format, usage, memory_properties)?;
image.handle() -> vk::Image
image.view() -> vk::ImageView
image.destroy(&device)
```

### Commands


```rust
// CommandPool
let pool = CommandPool::new(&device, family_index, flags)?;
pool.allocate_primary(&device) -> Result<CommandBuffer>
pool.reset(&device, flags) -> Result<()>
pool.destroy(&device)

// CommandBuffer
cmd.begin(&device, flags)?;
cmd.bind_pipeline(&device, bind_point, pipeline);
cmd.bind_vertex_buffers(&device, first_binding, buffers, offsets);
cmd.draw(&device, vertex_count, instance_count, first_vertex, first_instance);
cmd.begin_rendering(&device, &rendering_info);
cmd.end_rendering(&device);
cmd.end(&device)?;
```

### Sync & Queues


```rust
// Fence & Semaphore
let fence = Fence::new(&device, signaled)?;
let semaphore = Semaphore::new(&device)?;
fence.wait(&device, timeout)?;
fence.reset(&device)?;

// Queue
let queue = Queue::get(&device, family_index, queue_index);
queue.submit(&device, command_buffers, wait_semaphores, signal_semaphores, fence)?;
queue.present(&device, swapchains, image_indices, wait_semaphores)?;
```

---

## EX Tier


**Ergonomic managers with type-safe resource tracking.**

### RuntimeManager


```rust
let mut runtime = RuntimeManager::new(RuntimeConfig::default())?;
runtime.device() -> Arc<Device>
runtime.queue() -> &Queue
runtime.command_pool() -> &CommandPool

// Frame management
let frame = runtime.begin_frame()?;
frame.command_buffer -> CommandBuffer
frame.frame_index -> usize

runtime.end_frame(&SubmitInfo::default())?;
runtime.wait_idle()?;
```

### ShaderManager


```rust
let mut shaders = ShaderManager::new(device)?;

// Add shaders (returns type-safe ShaderId)
let vert_id = shaders.add_shader(glsl, ShaderStage::Vertex, "vert")?;
let frag_id = shaders.add_shader(glsl, ShaderStage::Fragment, "frag")?;

// Build pipelines (returns type-safe PipelineId)
let pipeline_id = shaders.build_pipeline(
    PipelineBuilder::new()
        .vertex_shader(module, "main")
        .fragment_shader(module, "main")
        .color_attachment_formats(vec![Format::R8G8B8A8_UNORM]),
    "my_pipeline"
)?;

// Getters
shaders.get_shader(shader_id) -> Result<&Shader>
shaders.get_pipeline(pipeline_id) -> Result<&Pipeline>
```

### Buffer Helpers


```rust
use shdrlib::ex::helpers::*;

// One-liners
let vbuf = create_vertex_buffer(&device, &vertices)?;
let ibuf = create_index_buffer(&device, &indices)?;
let ubuf = create_uniform_buffer::<CameraData>(&device)?;
let sbuf = create_storage_buffer(&device, size)?;

// Data upload
write_buffer(&device, &buffer, &data)?;
copy_buffer(&device, &pool, &queue, &src, &dst, size)?;
```

### Image Helpers


```rust
use shdrlib::ex::helpers::*;

// One-liners
let rt = create_render_target(&device, width, height, format)?;
let ds = create_depth_stencil(&device, width, height, format)?;
let tex = create_texture(&device, width, height, format)?;
let img = create_storage_image(&device, width, height, format)?;

// Layout transitions
transition_image_layout(&device, &pool, &queue, image, old_layout, new_layout)?;
```

### Descriptor Helpers


```rust
use shdrlib::ex::helpers::*;

// Layout builder
let layout = DescriptorLayoutBuilder::new()
    .uniform_buffer(0, ShaderStageFlags::VERTEX)
    .combined_image_sampler(1, ShaderStageFlags::FRAGMENT)
    .build(&device)?;

// Pool builder
let pool = DescriptorPoolBuilder::simple_material(10).build(&device)?;

// Writer
DescriptorWriter::new(&device)
    .write_buffer(set, 0, buffer, offset, range, DescriptorType::UNIFORM_BUFFER)
    .write_image(set, 1, view, layout, DescriptorType::COMBINED_IMAGE_SAMPLER)
    .update();
```

---

## EZ Tier


**One-liner APIs with smart defaults.**

### EzRenderer


```rust
// Setup
let mut renderer = EzRenderer::new()?;
let renderer = EzRenderer::with_config(EzConfig { /* ... */ })?;

// Pipelines
let graphics = renderer.quick_pipeline(vertex_glsl, fragment_glsl)?;
let compute = renderer.quick_compute(compute_glsl)?;

// Mesh API ✨ NEW - Simplified geometry management
let mesh = renderer.create_mesh(&vertices, Some(&indices))?;  // Indexed mesh
let mesh = renderer.create_mesh(&vertices, None)?;            // Non-indexed
let quad = renderer.create_fullscreen_quad()?;                // Pre-built fullscreen quad

// Buffers (manual management)
let vbuf = renderer.create_vertex_buffer(&vertices)?;
let ibuf = renderer.create_index_buffer(&indices)?;
let ubuf = renderer.create_uniform_buffer::<T>()?;
let sbuf = renderer.create_storage_buffer(size)?;

// Images
let rt = renderer.create_render_target(width, height)?;
let ds = renderer.create_depth_stencil(width, height)?;
let tex = renderer.create_texture(width, height)?;

// Data
renderer.write_buffer(&buffer, &data)?;

// Rendering
renderer.render_frame(|frame| {
    frame.bind_pipeline(pipeline)?;
    frame.set_viewport(x, y, width, height);
    frame.set_scissor(x, y, width, height);
    frame.draw(vertex_count, instance_count, first_vertex, first_instance);
    Ok(())
})?;

// Access lower tiers
renderer.runtime() -> &RuntimeManager
renderer.shader_manager() -> &ShaderManager
renderer.device() -> Arc<Device>
```

### Mesh


```rust
// Mesh bundling vertex + index buffers
pub struct Mesh { /* ... */ }

// Getters
mesh.vertex_buffer() -> &Buffer
mesh.index_buffer() -> Option<&Buffer>
mesh.vertex_count() -> u32
mesh.index_count() -> Option<u32>
mesh.is_indexed() -> bool
mesh.index_type() -> vk::IndexType
mesh.binding() -> u32
```

### EzFrame


```rust
// In render_frame callback
renderer.render_frame(|frame| {
    // ✨ NEW - One-line mesh drawing (recommended!)
    frame.draw_mesh(pipeline_id, &mesh)?;

    // Manual binding (still available)
    frame.bind_pipeline(pipeline_id)?;
    frame.bind_vertex_buffers(first, buffers, offsets);
    frame.bind_index_buffer(buffer, offset, index_type);
    frame.bind_descriptor_sets(pipeline_id, first_set, sets, offsets)?;

    // Dynamic state (auto-set by begin_rendering, can override)
    frame.set_viewport(x, y, width, height);
    frame.set_scissor(x, y, width, height);

    // Drawing (manual)
    frame.draw(vertex_count, instance_count, first_vertex, first_instance);
    frame.draw_indexed(index_count, instance_count, first_index, vertex_offset, first_instance);
    frame.dispatch(x, y, z);

    // Rendering control (✨ IMPROVED - auto viewport/scissor)
    frame.begin_rendering(width, height, format);
    frame.end_rendering();

    // Low-level access
    frame.command_buffer() -> vk::CommandBuffer
    frame.device() -> &Arc<Device>

    Ok(())
})
```

---

## Common Patterns


### CORE: Manual Everything


```rust
let instance = Instance::new(&InstanceCreateInfo::default())?;
let device = Device::new(&instance, physical_device, &DeviceCreateInfo::default())?;
let shader = Shader::from_glsl(&device, glsl, ShaderStage::Vertex)?;

// YOU manage drop order!
shader.destroy(&device);
device.wait_idle()?;
// device drops automatically
```

### EX: Managed Resources


```rust
let mut runtime = RuntimeManager::new(RuntimeConfig::default())?;
let mut shaders = ShaderManager::new(runtime.device())?;
let pipeline_id = shaders.build_pipeline(/* ... */)?;

// Drop order guaranteed by Rust
// No manual cleanup needed
```

### EZ (Manual): One-Liners


```rust
let mut renderer = EzRenderer::new()?;
let pipeline = renderer.quick_pipeline(vert, frag)?;

renderer.render_frame(|frame| {
    frame.bind_pipeline(pipeline)?;
    frame.draw(3, 1, 0, 0);
    Ok(())
})?;

// Everything auto-managed
```

### EZ (Mesh API): Ultra-Simplified ✨ NEW


```rust
let mut renderer = EzRenderer::new()?;
let quad = renderer.create_fullscreen_quad()?;
let pipeline = renderer.quick_pipeline(vert, frag)?;

renderer.render_frame(|frame| {
    frame.draw_mesh(pipeline, &quad)?;  // ONE LINE!
    Ok(())
})?;

// Perfect for shader experiments!
```

### Comparison: Manual vs Mesh API


**Manual (6+ lines):**
```rust
let vbuf = renderer.create_vertex_buffer(&vertices)?;
let ibuf = renderer.create_index_buffer(&indices)?;

renderer.render_frame(|frame| {
    frame.bind_pipeline(pipeline)?;
    frame.bind_vertex_buffers(0, &[vbuf.handle()], &[0]);
    frame.bind_index_buffer(ibuf.handle(), 0, vk::IndexType::UINT16);
    frame.draw_indexed(6, 1, 0, 0, 0);
    Ok(())
})?;
```

**Mesh API (2 lines):**
```rust
let mesh = renderer.create_mesh(&vertices, Some(&indices))?;

renderer.render_frame(|frame| {
    frame.draw_mesh(pipeline, &mesh)?;
    Ok(())
})?;
```

**Result: 67% less code!**

---

## Error Types


**CORE:**
- `InstanceError`, `DeviceError`, `ShaderError`, `PipelineError`
- `MemoryError`, `CommandPoolError`, `CommandBufferError`
- `QueueError`, `FenceError`, `SemaphoreError`

**EX:**
- `RuntimeError` - Wraps CORE errors with context
- `ShaderManagerError` - Shader/pipeline management errors

**EZ:**
- `EzError` - Wraps all lower-tier errors

---

## Constants


```rust
// Timeouts
FENCE_TIMEOUT: u64 = 1_000_000_000  // 1 second
NO_TIMEOUT: u64 = u64::MAX

// API version
VULKAN_API_VERSION: u32 = vk::API_VERSION_1_3
```

---

## See Also


- **Full API:** `cargo doc --open`
- **Examples:** `demos/` directory
- **Guides:** `docs/guides/`