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index 0000000..dae3cb3 --- /dev/null +++ b/Cargo.toml @@ -0,0 +1,12 @@ +[package] +name = "eruption" +version = "0.1.0" +edition = "2021" +authors = ["Sven Vogel"] + +# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html + +[dependencies] +vulkano = "0.33.0" +vulkano-win = "0.33.0" +winit = "0.28.3" \ No newline at end of file diff --git a/src/lib.rs b/src/lib.rs new file mode 100644 index 0000000..1bfddf8 --- /dev/null +++ b/src/lib.rs @@ -0,0 +1,134 @@ +use vulkano::device::{DeviceExtensions, Properties, QueueFlags}; +use vulkano::device::physical::PhysicalDeviceType; +use vulkano::instance::{Instance, InstanceCreateInfo}; +use vulkano::VulkanLibrary; +use vulkano_win::VkSurfaceBuild; +use winit::event_loop::EventLoop; +use winit::window::WindowBuilder; + +pub fn init() { + let lib = VulkanLibrary::new().unwrap(); + + let ext = vulkano_win::required_extensions(&lib); + + // Now creating the instance. + let instance = Instance::new( + lib, + InstanceCreateInfo { + enabled_extensions: ext, + // Enable enumerating devices that use non-conformant Vulkan implementations. (e.g. + // MoltenVK) + enumerate_portability: true, + ..Default::default() + }, + ).unwrap(); + + // The objective of this example is to draw a triangle on a window. To do so, we first need to + // create the window. + // + // This is done by creating a `WindowBuilder` from the `winit` crate, then calling the + // `build_vk_surface` method provided by the `VkSurfaceBuild` trait from `vulkano_win`. If you + // ever get an error about `build_vk_surface` being undefined in one of your projects, this + // probably means that you forgot to import this trait. + // + // This returns a `vulkano::swapchain::Surface` object that contains both a cross-platform + // winit window and a cross-platform Vulkan surface that represents the surface of the window. + let event_loop = EventLoop::new(); + let surface = WindowBuilder::new() + .build_vk_surface(&event_loop, instance.clone()) + .unwrap(); + + // Choose device extensions that we're going to use. In order to present images to a surface, + // we need a `Swapchain`, which is provided by the `khr_swapchain` extension. + let device_extensions = DeviceExtensions { + khr_swapchain: true, + ..DeviceExtensions::empty() + }; + + // We then choose which physical device to use. First, we enumerate all the available physical + // devices, then apply filters to narrow them down to those that can support our needs. + let (physical_device, queue_family_index) = instance + .enumerate_physical_devices() + .unwrap() + .filter(|p| { + // Some devices may not support the extensions or features that your application, or + // report properties and limits that are not sufficient for your application. These + // should be filtered out here. + p.supported_extensions().contains(&device_extensions) + }) + .filter_map(|p| { + // For each physical device, we try to find a suitable queue family that will execute + // our draw commands. + // + // Devices can provide multiple queues to run commands in parallel (for example a draw + // queue and a compute queue), similar to CPU threads. This is something you have to + // have to manage manually in Vulkan. Queues of the same type belong to the same queue + // family. + // + // Here, we look for a single queue family that is suitable for our purposes. In a + // real-world application, you may want to use a separate dedicated transfer queue to + // handle data transfers in parallel with graphics operations. You may also need a + // separate queue for compute operations, if your application uses those. + p.queue_family_properties() + .iter() + .enumerate() + .position(|(i, q)| { + // We select a queue family that supports graphics operations. When drawing to + // a window surface, as we do in this example, we also need to check that + // queues in this queue family are capable of presenting images to the surface. + q.queue_flags.intersects(QueueFlags::GRAPHICS) + && p.surface_support(i as u32, &surface).unwrap_or(false) + }) + // The code here searches for the first queue family that is suitable. If none is + // found, `None` is returned to `filter_map`, which disqualifies this physical + // device. + .map(|i| (p, i as u32)) + }) + // All the physical devices that pass the filters above are suitable for the application. + // However, not every device is equal, some are preferred over others. Now, we assign each + // physical device a score, and pick the device with the lowest ("best") score. + // + // In this example, we simply select the best-scoring device to use in the application. + // In a real-world setting, you may want to use the best-scoring device only as a "default" + // or "recommended" device, and let the user choose the device themself. + .min_by_key(|(p, _)| { + // We assign a lower score to device types that are likely to be faster/better. + match p.properties().device_type { + PhysicalDeviceType::DiscreteGpu => 0, + PhysicalDeviceType::IntegratedGpu => 1, + PhysicalDeviceType::VirtualGpu => 2, + PhysicalDeviceType::Cpu => 3, + PhysicalDeviceType::Other => 4, + _ => 5, + } + }) + .expect("no suitable physical device found"); + + print_physical_device_info(physical_device.properties()); +} + +fn print_physical_device_info(device_properties: &Properties) { + println!("name: {}", device_properties.device_name); + + print_device_driver_info(device_properties); +} + +fn print_device_driver_info(device_properties: &Properties) { + let default_name = String::from(""); + let name = device_properties.driver_name.as_ref().unwrap_or(&default_name); + + let default_info = String::from(""); + let info = device_properties.driver_info.as_ref().unwrap_or(&default_info); + + format!("driver:\n\tname: {}\n\tversion: {}\n\t info: {}\n", name, device_properties.driver_version, info); +} + +#[cfg(test)] +mod tests { + use super::*; + + #[test] + fn it_works() { + init(); + } +}