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for more options…" type="search"></div><a id="settings-menu" href="../../../../../settings.html"><img src="../../../../../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><pre class="line-numbers"><span id="1"> 1</span> <span id="2"> 2</span> <span id="3"> 3</span> <span id="4"> 4</span> <span id="5"> 5</span> <span id="6"> 6</span> <span id="7"> 7</span> <span id="8"> 8</span> <span id="9"> 9</span> <span id="10"> 10</span> <span id="11"> 11</span> <span id="12"> 12</span> <span id="13"> 13</span> <span id="14"> 14</span> <span id="15"> 15</span> <span id="16"> 16</span> <span id="17"> 17</span> <span id="18"> 18</span> <span id="19"> 19</span> <span id="20"> 20</span> <span id="21"> 21</span> <span id="22"> 22</span> <span id="23"> 23</span> <span id="24"> 24</span> <span id="25"> 25</span> <span id="26"> 26</span> <span id="27"> 27</span> <span id="28"> 28</span> <span id="29"> 29</span> <span id="30"> 30</span> <span id="31"> 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71</span> <span id="72"> 72</span> <span id="73"> 73</span> <span id="74"> 74</span> <span id="75"> 75</span> <span id="76"> 76</span> <span id="77"> 77</span> <span id="78"> 78</span> <span id="79"> 79</span> <span id="80"> 80</span> <span id="81"> 81</span> <span id="82"> 82</span> <span id="83"> 83</span> <span id="84"> 84</span> <span id="85"> 85</span> <span id="86"> 86</span> <span id="87"> 87</span> <span id="88"> 88</span> <span id="89"> 89</span> <span id="90"> 90</span> <span id="91"> 91</span> <span id="92"> 92</span> <span id="93"> 93</span> <span id="94"> 94</span> <span id="95"> 95</span> <span id="96"> 96</span> <span id="97"> 97</span> <span id="98"> 98</span> <span id="99"> 99</span> <span id="100">100</span> <span id="101">101</span> <span id="102">102</span> <span id="103">103</span> <span id="104">104</span> <span id="105">105</span> <span id="106">106</span> <span id="107">107</span> <span id="108">108</span> <span id="109">109</span> <span id="110">110</span> <span id="111">111</span> <span id="112">112</span> <span id="113">113</span> <span id="114">114</span> <span id="115">115</span> <span id="116">116</span> <span id="117">117</span> <span id="118">118</span> <span id="119">119</span> <span id="120">120</span> <span id="121">121</span> <span id="122">122</span> <span id="123">123</span> <span id="124">124</span> <span id="125">125</span> <span id="126">126</span> <span id="127">127</span> <span id="128">128</span> <span id="129">129</span> <span id="130">130</span> <span id="131">131</span> <span id="132">132</span> <span id="133">133</span> <span id="134">134</span> <span id="135">135</span> <span id="136">136</span> <span id="137">137</span> <span id="138">138</span> <span id="139">139</span> <span id="140">140</span> <span id="141">141</span> <span id="142">142</span> <span id="143">143</span> <span id="144">144</span> <span id="145">145</span> </pre><div class="example-wrap"><pre class="rust "> <span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">GraphicsPipelineAbstract</span>; <span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>; <span class="kw">use</span> <span class="ident">std</span>::<span class="ident">collections</span>::{<span class="ident">HashSet</span>, <span class="ident">HashMap</span>}; <span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">device</span>::<span class="ident">Device</span>; <span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">framebuffer</span>::{<span class="ident">RenderPassAbstract</span>, <span class="ident">Subpass</span>}; <span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">GraphicsPipeline</span>; <span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">shader</span>::{<span class="ident">GraphicsEntryPoint</span>, <span class="ident">ShaderModule</span>, <span class="ident">GraphicsShaderType</span>, <span class="ident">GeometryShaderExecutionMode</span>, <span class="ident">ShaderInterfaceDef</span>}; <span class="kw">use</span> <span class="ident">shade_runner</span>::{<span class="ident">Input</span>, <span class="ident">Output</span>, <span class="ident">Layout</span>, <span class="ident">Entry</span>}; <span class="kw">use</span> <span class="ident">std</span>::<span class="ident">ffi</span>::<span class="ident">CStr</span>; <span class="kw">use</span> <span class="ident">std</span>::<span class="ident">marker</span>::<span class="ident">PhantomData</span>; <span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">depth_stencil</span>::{<span class="ident">DepthStencil</span>, <span class="ident">Compare</span>, <span class="ident">DepthBounds</span>, <span class="ident">Stencil</span>, <span class="ident">StencilOp</span>}; <span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">vertex</span>::{<span class="ident">SingleBufferDefinition</span>, <span class="ident">VertexDefinition</span>, <span class="ident">Vertex</span>}; <span class="kw">use</span> <span class="ident">shade_runner</span> <span class="kw">as</span> <span class="ident">sr</span>; <span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">memory</span>::<span class="ident">pool</span>::<span class="ident">PotentialDedicatedAllocation</span>::<span class="ident">Generic</span>; <span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">SafeDeref</span>; <span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">managed</span>::<span class="ident">shader</span>::<span class="ident">shader_common</span>::{<span class="ident">ShaderType</span>, <span class="ident">CompiledShaderResources</span>, <span class="ident">CompiledShader</span>}; <span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">managed</span>::<span class="ident">handles</span>::<span class="ident">CompiledShaderHandle</span>; <span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">managed</span>::<span class="ident">shader</span>::<span class="ident">dynamic_vertex</span>::<span class="ident">RuntimeVertexDef</span>; <span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">managed</span>::<span class="ident">ShaderSpecializationConstants</span>; <span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">util</span>::<span class="ident">vertex</span>::{<span class="ident">VertexTypes</span>, <span class="ident">ColorVertex3D</span>}; <span class="doccomment">/// CanvasShader holds the pipeline and render pass for the input shader source</span> <span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>)]</span> <span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">GenericShader</span> { <span class="ident">graphics_pipeline</span>: <span class="prelude-ty">Option</span><span class="op"><</span><span class="ident">Arc</span><span class="op"><</span><span class="kw">dyn</span> <span class="ident">GraphicsPipelineAbstract</span> <span class="op">+</span> <span class="ident">Sync</span> <span class="op">+</span> <span class="ident">Send</span><span class="op">></span><span class="op">></span>, <span class="ident">handle</span>: <span class="ident">Arc</span><span class="op"><</span><span class="ident">CompiledShaderHandle</span><span class="op">></span>, <span class="ident">name</span>: <span class="ident">String</span>, <span class="ident">device</span>: <span class="ident">Arc</span><span class="op"><</span><span class="ident">Device</span><span class="op">></span>, <span class="ident">renderpass</span>: <span class="ident">Arc</span><span class="op"><</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">></span>, } <span class="kw">impl</span> <span class="ident">GenericShader</span> { } <span class="doccomment">/// Gives CanvasShader the resource functions</span> <span class="kw">impl</span> <span class="ident">CompiledShaderResources</span> <span class="kw">for</span> <span class="ident">GenericShader</span> {} <span class="doccomment">/// Convenience interface so we don't have to juggle shader types</span> <span class="kw">impl</span> <span class="ident">CompiledShader</span> <span class="kw">for</span> <span class="ident">GenericShader</span> { <span class="doccomment">/// This will explode when the shader does not want to compile</span> <span class="kw">fn</span> <span class="ident">new</span><span class="op"><</span><span class="ident">V</span>: <span class="ident">Vertex</span><span class="op">></span>(<span class="ident">filename</span>: <span class="ident">String</span>, <span class="ident">device</span>: <span class="ident">Arc</span><span class="op"><</span><span class="ident">Device</span><span class="op">></span>, <span class="ident">handle</span>: <span class="ident">Arc</span><span class="op"><</span><span class="ident">CompiledShaderHandle</span><span class="op">></span>, <span class="ident">render_pass</span>: <span class="ident">Arc</span><span class="op"><</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">></span>) <span class="op">-</span><span class="op">></span> <span class="ident">GenericShader</span> { <span class="kw">let</span> <span class="ident">compiled_vertex</span> <span class="op">=</span> <span class="ident">GenericShader</span>::<span class="ident">compile</span>( <span class="ident">GenericShader</span>::<span class="ident">get_path</span>(<span class="ident">filename</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">VERTEX</span>), <span class="ident">device</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">VERTEX</span> ); <span class="kw">let</span> <span class="ident">vertex_entry_point</span> <span class="op">=</span> <span class="kw">unsafe</span> { <span class="prelude-val">Some</span>(<span class="ident">compiled_vertex</span>.<span class="number">1</span>.<span class="ident">graphics_entry_point</span>( <span class="kw-2">&</span><span class="ident">CStr</span>::<span class="ident">from_bytes_with_nul_unchecked</span>(<span class="string">b"main\0"</span>), <span class="ident">compiled_vertex</span>.<span class="number">0</span>.<span class="ident">input</span>.<span class="ident">unwrap</span>(), <span class="ident">compiled_vertex</span>.<span class="number">0</span>.<span class="ident">output</span>.<span class="ident">unwrap</span>(), <span class="ident">compiled_vertex</span>.<span class="number">0</span>.<span class="ident">layout</span>, <span class="ident">GenericShader</span>::<span class="ident">convert_vk</span>(<span class="ident">ShaderType</span>::<span class="ident">VERTEX</span>) )).<span class="ident">unwrap</span>() }; <span class="kw">let</span> <span class="ident">compiled_fragment</span> <span class="op">=</span> <span class="ident">GenericShader</span>::<span class="ident">compile</span>( <span class="ident">GenericShader</span>::<span class="ident">get_path</span>(<span class="ident">filename</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span>).<span class="ident">into</span>(), <span class="ident">device</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span> ); <span class="kw">let</span> <span class="ident">fragment_entry_point</span> <span class="op">=</span> <span class="kw">unsafe</span> { <span class="prelude-val">Some</span>(<span class="ident">compiled_fragment</span>.<span class="number">1</span>.<span class="ident">graphics_entry_point</span>( <span class="kw-2">&</span><span class="ident">CStr</span>::<span class="ident">from_bytes_with_nul_unchecked</span>(<span class="string">b"main\0"</span>), <span class="ident">compiled_fragment</span>.<span class="number">0</span>.<span class="ident">input</span>.<span class="ident">unwrap</span>(), <span class="ident">compiled_fragment</span>.<span class="number">0</span>.<span class="ident">output</span>.<span class="ident">unwrap</span>(), <span class="ident">compiled_fragment</span>.<span class="number">0</span>.<span class="ident">layout</span>, <span class="ident">GenericShader</span>::<span class="ident">convert_vk</span>(<span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span>) )).<span class="ident">unwrap</span>() }; <span class="kw">let</span> <span class="ident">vertex_definition</span> <span class="op">=</span> <span class="ident">RuntimeVertexDef</span>::<span class="ident">from_primitive</span>(<span class="number">0</span>); <span class="ident">GenericShader</span> { <span class="ident">graphics_pipeline</span>: <span class="prelude-val">Some</span>(<span class="ident">Arc</span>::<span class="ident">new</span>(<span class="ident">GraphicsPipeline</span>::<span class="ident">start</span>() .<span class="ident">vertex_input</span>(<span class="ident">SingleBufferDefinition</span>::<span class="op"><</span><span class="ident">V</span><span class="op">></span>::<span class="ident">new</span>()) <span class="comment">//.vertex_input(vertex_definition)</span> .<span class="ident">vertex_shader</span>(<span class="ident">vertex_entry_point</span>.<span class="ident">clone</span>(), <span class="ident">ShaderSpecializationConstants</span> { <span class="ident">first_constant</span>: <span class="number">0</span>, <span class="ident">second_constant</span>: <span class="number">0</span>, <span class="ident">third_constant</span>: <span class="number">0.0</span>, }) .<span class="ident">triangle_list</span>() <span class="comment">// Use a resizable viewport set to draw over the entire window</span> .<span class="ident">viewports_dynamic_scissors_irrelevant</span>(<span class="number">1</span>) .<span class="ident">fragment_shader</span>(<span class="ident">fragment_entry_point</span>.<span class="ident">clone</span>(), <span class="ident">ShaderSpecializationConstants</span> { <span class="ident">first_constant</span>: <span class="number">0</span>, <span class="ident">second_constant</span>: <span class="number">0</span>, <span class="ident">third_constant</span>: <span class="number">0.0</span>, }) .<span class="ident">depth_stencil_simple_depth</span>() <span class="comment">// We have to indicate which subpass of which render pass this pipeline is going to be used</span> <span class="comment">// in. The pipeline will only be usable from this particular subpass.</span> .<span class="ident">render_pass</span>(<span class="ident">Subpass</span>::<span class="ident">from</span>(<span class="ident">render_pass</span>.<span class="ident">clone</span>(), <span class="number">0</span>).<span class="ident">unwrap</span>()) .<span class="ident">build</span>(<span class="ident">device</span>.<span class="ident">clone</span>()) .<span class="ident">unwrap</span>())), <span class="ident">device</span>: <span class="ident">device</span>, <span class="ident">handle</span>: <span class="ident">handle</span>.<span class="ident">clone</span>(), <span class="ident">name</span>: <span class="ident">filename</span>.<span class="ident">clone</span>(), <span class="ident">renderpass</span>: <span class="ident">render_pass</span>.<span class="ident">clone</span>(), } } <span class="kw">fn</span> <span class="ident">get_name</span>(<span class="kw-2">&</span><span class="self">self</span>) <span class="op">-</span><span class="op">></span> <span class="ident">String</span> { <span class="self">self</span>.<span class="ident">name</span>.<span class="ident">clone</span>() } <span class="kw">fn</span> <span class="ident">get_handle</span>(<span class="kw-2">&</span><span class="self">self</span>) <span class="op">-</span><span class="op">></span> <span class="ident">Arc</span><span class="op"><</span><span class="ident">CompiledShaderHandle</span><span class="op">></span> { <span class="self">self</span>.<span class="ident">handle</span>.<span class="ident">clone</span>() } <span class="kw">fn</span> <span class="ident">get_pipeline</span>(<span class="kw-2">&</span><span class="self">self</span>) <span class="op">-</span><span class="op">></span> <span class="ident">Arc</span><span class="op"><</span><span class="kw">dyn</span> <span class="ident">GraphicsPipelineAbstract</span> <span class="op">+</span> <span class="ident">Sync</span> <span class="op">+</span> <span class="ident">Send</span><span class="op">></span> { <span class="self">self</span>.<span class="ident">graphics_pipeline</span>.<span class="ident">clone</span>().<span class="ident">unwrap</span>() } <span class="kw">fn</span> <span class="ident">get_renderpass</span>(<span class="kw-2">&</span><span class="self">self</span>) <span class="op">-</span><span class="op">></span> <span class="ident">Arc</span><span class="op"><</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">></span> { <span class="self">self</span>.<span class="ident">renderpass</span>.<span class="ident">clone</span>() } <span class="kw">fn</span> <span class="ident">recompile</span><span class="op"><</span><span class="ident">V</span>: <span class="ident">Vertex</span><span class="op">></span>(<span class="self">self</span>, <span class="ident">render_pass</span>: <span class="ident">Arc</span><span class="op"><</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">></span>) <span class="op">-</span><span class="op">></span> <span class="ident">GenericShader</span> { <span class="ident">GenericShader</span>::<span class="ident">new</span>::<span class="op"><</span><span class="ident">V</span><span class="op">></span>(<span class="self">self</span>.<span class="ident">name</span>, <span class="self">self</span>.<span class="ident">device</span>, <span class="self">self</span>.<span class="ident">handle</span>, <span class="ident">render_pass</span>.<span class="ident">clone</span>()) } } </pre></div> </section><section id="search" class="content hidden"></section><section class="footer"></section><aside id="help" class="hidden"><div><h1 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