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use {
super::{
display::{Display, DisplayError, ResolverPool},
driver::{
device::{Device, DeviceInfoBuilder},
swapchain::{Swapchain, SwapchainInfoBuilder},
DriverError, Surface,
},
frame::FrameContext,
graph::RenderGraph,
pool::hash::HashPool,
},
ash::vk,
log::{debug, error, info, trace, warn},
std::{
fmt::{Debug, Formatter},
sync::Arc,
time::{Duration, Instant},
},
winit::{
event::{Event, WindowEvent},
monitor::MonitorHandle,
window::{Fullscreen, Window, WindowBuilder},
},
};
/// Function type for selection of swapchain surface image format.
pub type SelectSurfaceFormatFn = dyn FnOnce(&[vk::SurfaceFormatKHR]) -> vk::SurfaceFormatKHR;
/// Describes a screen mode for display.
pub enum FullscreenMode {
/// A display mode which retains other operating system windows behind the current window.
Borderless,
/// Seems to be the only way for stutter-free rendering on Nvidia + Win10.
Exclusive,
}
/// Pumps an operating system event loop in order to handle input and other events
/// while drawing to the screen, continuously.
#[derive(Debug)]
pub struct EventLoop {
/// Provides access to the current graphics device.
pub device: Arc<Device>,
display: Display,
event_loop: winit::event_loop::EventLoop<()>,
swapchain: Swapchain,
/// Provides access to the current operating system window.
pub window: Window,
}
impl EventLoop {
/// Specifies an event loop.
#[allow(clippy::new_ret_no_self)]
pub fn new() -> EventLoopBuilder {
Default::default()
}
/// Current window height, in pixels.
pub fn height(&self) -> u32 {
self.window.inner_size().height
}
/// Begins running a windowed event loop, providing `frame_fn` with a context of the current
/// frame.
pub fn run<FrameFn>(mut self, mut frame_fn: FrameFn) -> Result<(), DisplayError>
where
FrameFn: FnMut(FrameContext),
{
let mut events = Vec::new();
let mut will_exit = false;
let mut last_swapchain_err = None;
let mut run_result = Ok(());
// Use the same delta-time smoothing as Kajiya; but start it off with a reasonable
// guess so the following updates are even smoother
const STANDARD_REFRESH_RATE_MHZ: u32 = 60_000;
let refresh_rate = (self
.window
.fullscreen()
.map(|mode| match mode {
Fullscreen::Exclusive(mode) => mode.refresh_rate_millihertz(),
Fullscreen::Borderless(Some(monitor)) => monitor
.video_modes()
.next()
.map(|mode| mode.refresh_rate_millihertz())
.unwrap_or(STANDARD_REFRESH_RATE_MHZ),
_ => STANDARD_REFRESH_RATE_MHZ,
})
.unwrap_or(STANDARD_REFRESH_RATE_MHZ)
.clamp(STANDARD_REFRESH_RATE_MHZ, STANDARD_REFRESH_RATE_MHZ << 2)
/ 1_000) as f32;
let mut last_frame = Instant::now();
let mut dt_filtered = 1.0 / refresh_rate;
last_frame -= Duration::from_secs_f32(dt_filtered);
debug!("first frame dt: {}", dt_filtered);
self.window.set_visible(true);
self.event_loop
.run(|event, window| {
match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
window.exit();
}
Event::WindowEvent {
event: WindowEvent::Focused(false),
..
} => self.window.set_cursor_visible(true),
Event::WindowEvent {
event: WindowEvent::Resized(size),
..
} => {
let mut swapchain_info = self.swapchain.info();
swapchain_info.width = size.width;
swapchain_info.height = size.height;
self.swapchain.set_info(swapchain_info);
}
Event::AboutToWait => {
self.window.request_redraw();
return;
}
_ => {}
}
if !matches!(
event,
Event::WindowEvent {
event: WindowEvent::RedrawRequested,
..
}
) {
events.push(event);
return;
}
trace!("🟥🟩🟦 Event::RedrawRequested");
profiling::scope!("Frame");
if !events.is_empty() {
trace!("received {} events", events.len(),);
}
let now = Instant::now();
// Filter the frame time before passing it to the application and renderer.
// Fluctuations in frame rendering times cause stutter in animations,
// and time-dependent effects (such as motion blur).
//
// Should applications need unfiltered delta time, they can calculate
// it themselves, but it's good to pass the filtered time so users
// don't need to worry about it.
{
profiling::scope!("Calculate dt");
let dt_duration = now - last_frame;
last_frame = now;
let dt_raw = dt_duration.as_secs_f32();
dt_filtered = dt_filtered + (dt_raw - dt_filtered) / 10.0;
};
// Note: Errors when acquiring swapchain images are not considered fatal
match self.swapchain.acquire_next_image() {
Err(err) => {
if last_swapchain_err == Some(err) {
// Generally ignore repeated errors as the window may take some time to get
// back to a workable state
debug!("Unable to acquire swapchain image: {err:?}");
} else {
// The error has changed - this may happen during some window events
warn!("Unable to acquire swapchain image: {err:?}");
last_swapchain_err = Some(err);
}
}
Ok(swapchain_image) => {
last_swapchain_err = None;
let height = swapchain_image.info.height;
let width = swapchain_image.info.width;
let mut render_graph = RenderGraph::new();
let swapchain_image = render_graph.bind_node(swapchain_image);
{
profiling::scope!("Frame callback");
frame_fn(FrameContext {
device: &self.device,
dt: dt_filtered,
height,
render_graph: &mut render_graph,
events: &events,
swapchain_image,
width,
window: &self.window,
will_exit: &mut will_exit,
});
if will_exit {
window.exit();
return;
}
}
let elapsed = Instant::now() - now;
trace!(
"✅✅✅ render graph construction: {} μs ({}% load)",
elapsed.as_micros(),
((elapsed.as_secs_f32() / refresh_rate) * 100.0) as usize,
);
match self.display.resolve_image(render_graph, swapchain_image) {
Err(err) => {
// This is considered a fatal error and will be thrown back to the
// caller
error!("Unable to resolve swapchain image: {err}");
run_result = Err(err);
window.exit();
}
Ok(swapchain_image) => {
self.window.pre_present_notify();
self.swapchain.present_image(swapchain_image, 0, 0);
profiling::finish_frame!();
}
}
}
}
events.clear();
})
.map_err(|err| {
error!("Unable to run event loop: {err}");
DisplayError::Driver(DriverError::Unsupported)
})?;
run_result?;
self.window.set_visible(false);
Ok(())
}
/// Current window width, in pixels.
pub fn width(&self) -> u32 {
self.window.inner_size().width
}
/// Current window.
pub fn window(&self) -> &Window {
&self.window
}
}
impl AsRef<winit::event_loop::EventLoop<()>> for EventLoop {
fn as_ref(&self) -> &winit::event_loop::EventLoop<()> {
&self.event_loop
}
}
/// Builder for `EventLoop`.
pub struct EventLoopBuilder {
cmd_buf_count: usize,
device_info: DeviceInfoBuilder,
event_loop: winit::event_loop::EventLoop<()>,
resolver_pool: Option<Box<dyn ResolverPool>>,
surface_format_fn: Option<Box<SelectSurfaceFormatFn>>,
swapchain_info: SwapchainInfoBuilder,
window: WindowBuilder,
}
impl Debug for EventLoopBuilder {
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
f.write_str("EventLoopBuilder")
}
}
impl Default for EventLoopBuilder {
fn default() -> Self {
Self {
cmd_buf_count: 5,
device_info: DeviceInfoBuilder::default(),
event_loop: winit::event_loop::EventLoop::new().expect("Unable to build event loop"),
resolver_pool: None,
surface_format_fn: None,
swapchain_info: SwapchainInfoBuilder::default(),
window: Default::default(),
}
}
}
impl EventLoopBuilder {
/// Returns the list of all the monitors available on the system.
pub fn available_monitors(&self) -> impl Iterator<Item = MonitorHandle> {
self.event_loop.available_monitors()
}
/// Specifies the number of in-flight command buffers, which should be greater
/// than or equal to the desired swapchain image count.
///
/// More command buffers mean less time waiting for previously submitted frames to complete, but
/// more memory in use.
///
/// Generally a value of one or two greater than desired image count produces the smoothest
/// animation.
pub fn command_buffer_count(mut self, cmd_buf_count: usize) -> Self {
self.cmd_buf_count = cmd_buf_count;
self
}
/// A function to select the desired swapchain surface image format.
///
/// By default linear color space will be selected unless it is not available.
pub fn desired_surface_format<F>(mut self, surface_format_fn: F) -> Self
where
F: 'static + FnOnce(&[vk::SurfaceFormatKHR]) -> vk::SurfaceFormatKHR,
{
let surface_format_fn = Box::new(surface_format_fn);
self.surface_format_fn = Some(surface_format_fn);
self
}
/// The desired, but not guaranteed, number of images that will be in the created swapchain.
///
/// More images introduces more display lag, but smoother animation.
pub fn desired_swapchain_image_count(mut self, desired_swapchain_image_count: u32) -> Self {
self.swapchain_info = self
.swapchain_info
.desired_image_count(desired_swapchain_image_count);
self
}
/// Set to `true` to enable vsync in exclusive fullscreen video modes.
pub fn sync_display(mut self, sync_display: bool) -> Self {
self.swapchain_info = self.swapchain_info.sync_display(sync_display);
self
}
/// Sets up fullscreen mode. In addition, decorations are set to `false` and maximized is set to
/// `true`.
///
/// # Note
///
/// There are additional options offered by `winit` which can be accessed using the `window`
/// function.
pub fn fullscreen_mode(mut self, mode: FullscreenMode) -> Self {
let inner_size;
self.window = self
.window
.with_decorations(false)
.with_maximized(true)
.with_fullscreen(Some(match mode {
FullscreenMode::Borderless => {
info!("Using borderless fullscreen");
inner_size = None;
Fullscreen::Borderless(None)
}
FullscreenMode::Exclusive => {
if let Some(video_mode) =
self.event_loop.primary_monitor().and_then(|monitor| {
let monitor_size = monitor.size();
monitor.video_modes().find(|mode| {
let mode_size = mode.size();
// Don't pick a mode which has greater resolution than the monitor is
// currently using: it causes a panic on x11 in winit
mode_size.height <= monitor_size.height
&& mode_size.width <= monitor_size.width
})
})
{
info!(
"Using {}x{} {}bpp @ {}hz exclusive fullscreen",
video_mode.size().width,
video_mode.size().height,
video_mode.bit_depth(),
video_mode.refresh_rate_millihertz() / 1_000
);
inner_size = Some(video_mode.size());
Fullscreen::Exclusive(video_mode)
} else {
warn!("Using borderless fullscreen");
inner_size = None;
Fullscreen::Borderless(None)
}
}
}));
if let Some(inner_size) = inner_size.or_else(|| {
self.event_loop
.primary_monitor()
.map(|monitor| monitor.size())
}) {
self.window = self.window.with_inner_size(inner_size);
}
self
}
/// Enables Vulkan graphics debugging layers.
///
/// _NOTE:_ Any valdation warnings or errors will cause the current thread to park itself after
/// describing the error using the `log` crate. This makes it easy to attach a debugger and see
/// what is causing the issue directly.
///
/// ## Platform-specific
///
/// **macOS:** Has no effect.
pub fn debug(mut self, debug: bool) -> Self {
self.device_info = self.device_info.debug(debug);
self
}
/// Returns the primary monitor of the system.
///
/// Returns `None` if it can't identify any monitor as a primary one.
///
/// ## Platform-specific
///
/// **Wayland:** Always returns `None`.
pub fn primary_monitor(&self) -> Option<MonitorHandle> {
self.event_loop.primary_monitor()
}
/// Allows for specification of a custom pool implementation.
///
/// This pool will hold leases for Vulkan objects needed by [`Display`].
pub fn resolver_pool(mut self, pool: Box<dyn ResolverPool>) -> Self {
self.resolver_pool = Some(pool);
self
}
/// Allows deeper customization of the window, if needed.
pub fn window<WindowFn>(mut self, window_fn: WindowFn) -> Self
where
WindowFn: FnOnce(WindowBuilder) -> WindowBuilder,
{
self.window = window_fn(self.window);
self
}
/// Sets up "windowed" mode, which is the opposite of fullscreen.
///
/// # Note
///
/// There are additional options offered by `winit` which can be accessed using the `window`
/// function.
pub fn window_mode(mut self) -> Self {
self.window = self.window.with_fullscreen(None);
self
}
}
impl EventLoopBuilder {
/// Builds a new `EventLoop`.
pub fn build(mut self) -> Result<EventLoop, DriverError> {
// Create an operating system window via Winit
let window = self.window;
#[cfg(not(target_os = "macos"))]
let window = window.with_visible(false);
let window = window.build(&self.event_loop).map_err(|err| {
warn!("{err}");
DriverError::Unsupported
})?;
let (width, height) = {
let inner_size = window.inner_size();
(inner_size.width, inner_size.height)
};
self.swapchain_info = self.swapchain_info.width(width).height(height);
// Load the GPU driver (thin Vulkan device and swapchain smart pointers)
let device_info = self.device_info.build();
let device = Arc::new(Device::create_display_window(device_info, &window)?);
// TODO: Select a better index
let queue_family_index = 0;
// Create a display that is cached using the given pool implementation
let pool = self
.resolver_pool
.unwrap_or_else(|| Box::new(HashPool::new(&device)));
let display = Display::new(&device, pool, self.cmd_buf_count, queue_family_index)?;
let surface = Surface::create(&device, &window)?;
let surface_formats = Surface::formats(&surface)?;
if surface_formats.is_empty() {
warn!("invalid surface formats");
return Err(DriverError::Unsupported);
}
for surface in &surface_formats {
debug!(
"surface: {:#?} ({:#?})",
surface.format, surface.color_space
);
}
let surface_format_fn = self
.surface_format_fn
.unwrap_or_else(|| Box::new(Surface::linear_or_default));
let surface_format = surface_format_fn(&surface_formats);
let swapchain = Swapchain::new(
&device,
surface,
self.swapchain_info.surface(surface_format),
)?;
info!(
"Window dimensions: {}x{} ({}x scale)",
width,
height,
window.scale_factor() as f32,
);
Ok(EventLoop {
device,
display,
event_loop: self.event_loop,
swapchain,
window,
})
}
}