vulkan-tutorial-rs
Rust version of https://github.com/Overv/VulkanTutorial using Vulkano.
Goal: Rust port with code structure as similar as possible to the original C++, so the original tutorial can easily be followed (similar to learn-opengl-rs).
Current State: The chapters Drawing a triangle
and Vertex buffers
are complete.
- Introduction
- Overview
- Development Environment
- Drawing a triangle
- Vertex buffers
- Uniform buffers
- Texture mapping (TODO)
- Depth buffering (TODO)
- Loading models (TODO)
- Generating Mipmaps (TODO)
- Multisampling (TODO)
Introduction
This tutorial consists of the the ported code and notes about the differences between the original C++ and the Rust code. The explanatory texts generally apply equally, although the Rust version is often shorter due to the use of Vulkano, a safe wrapper around the Vulkan API with some convenience functionality (the final triangle example is about 600 lines, compared to 950 lines in C++).
If you prefer a lower-level API closer to the Vulkan C API, have a look at Ash and vulkan-tutorial-rust.
Overview
https://vulkan-tutorial.com/Overview
(nothing to note here)
Development Environment
https://vulkan-tutorial.com/Development_environment
Download the Vulkan SDK as described, but ignore everything about library and project setup. Instead, create a new Cargo project:
$ cargo new vulkan-tutorial-rs
Then add this to your Cargo.toml
:
[dependencies]
vulkano = "0.11.1"
On macOS, copy mac-env.sh, adapt the VULKAN_SDK
path if necessary and source
the file in your terminal. See also vulkano-rs/vulkano#macos-and-ios-specific-setup.
Drawing a triangle
Setup
Base code
https://vulkan-tutorial.com/Drawing_a_triangle/Setup/Base_code
General structure
extern crate vulkano;
struct HelloTriangleApplication {
}
impl HelloTriangleApplication {
pub fn initialize() -> Self {
Self {
}
}
fn main_loop(&mut self) {
}
}
fn main() {
let mut app = HelloTriangleApplication::initialize();
app.main_loop();
}
Resource management
Vulkano handles calling vkDestroyXXX
/vkFreeXXX
in the Drop
implementation of all wrapper objects, so we will skip all cleanup code.
GLFW winit
Integrating Instead of GLFW we'll be using winit, an alternative window managment library written in pure Rust.
Add this to your Cargo.toml:
winit = "0.18.0"
And extend your main.rs:
extern crate winit;
use winit::{EventsLoop, WindowBuilder, dpi::LogicalSize};
const WIDTH: u32 = 800;
const HEIGHT: u32 = 600;
struct HelloTriangleApplication {
events_loop: EventsLoop,
}
pub fn initialize() -> Self {
let events_loop = Self::init_window();
Self {
events_loop,
}
}
fn init_window() -> EventsLoop {
let events_loop = EventsLoop::new();
let _window = WindowBuilder::new()
.with_title("Vulkan")
.with_dimensions(LogicalSize::new(f64::from(WIDTH), f64::from(HEIGHT)))
.build(&events_loop);
events_loop
}
fn main_loop(&mut self) {
loop {
let mut done = false;
self.events_loop.poll_events(|ev| {
if let Event::WindowEvent { event: WindowEvent::CloseRequested, .. } = ev {
done = true
}
});
if done {
return;
}
}
}
Instance
https://vulkan-tutorial.com/Drawing_a_triangle/Setup/Instance
Cargo.toml:
vulkano-win = "0.11.1"
main.rs:
extern crate vulkano_win;
use std::sync::Arc;
use vulkano::instance::{
Instance,
InstanceExtensions,
ApplicationInfo,
Version,
};
struct HelloTriangleApplication {
instance: Option<Arc<Instance>>,
events_loop: EventsLoop,
}
pub fn initialize() -> Self {
let instance = Self::create_instance();
let events_loop = Self::init_window();
Self {
instance,
events_loop,
}
}
fn create_instance() -> Arc<Instance> {
let supported_extensions = InstanceExtensions::supported_by_core()
.expect("failed to retrieve supported extensions");
println!("Supported extensions: {:?}", supported_extensions);
let app_info = ApplicationInfo {
application_name: Some("Hello Triangle".into()),
application_version: Some(Version { major: 1, minor: 0, patch: 0 }),
engine_name: Some("No Engine".into()),
engine_version: Some(Version { major: 1, minor: 0, patch: 0 }),
};
let required_extensions = vulkano_win::required_extensions();
Instance::new(Some(&app_info), &required_extensions, None)
.expect("failed to create Vulkan instance")
}
Validation layers
https://vulkan-tutorial.com/Drawing_a_triangle/Setup/Validation_layers
From here on we'll just link to the code instead of putting everything in the README:
Physical devices and queue families
https://vulkan-tutorial.com/Drawing_a_triangle/Setup/Physical_devices_and_queue_families
Logical device and queues
https://vulkan-tutorial.com/Drawing_a_triangle/Setup/Logical_device_and_queues
Presentation
Window surface
https://vulkan-tutorial.com/Drawing_a_triangle/Presentation/Window_surface
Swap chain
https://vulkan-tutorial.com/Drawing_a_triangle/Presentation/Swap_chain
Image views
https://vulkan-tutorial.com/Drawing_a_triangle/Presentation/Image_views
We're skipping this section because image views are handled by Vulkano and can be accessed via the SwapchainImage
s created in the last section.
Graphics pipeline basics
Introduction
https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics
Shader Modules
https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Shader_modules
Instead of compiling the shaders to SPIR-V manually and loading them at runtime, we'll use vulkano_shaders to do the same at compile-time. Loading them at runtime is also possible, but a bit more invovled - see the runtime shader example of Vulkano.
Diff / Rust code / Vertex shader / Fragment shader
Fixed functions
https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Fixed_functions
Render passes
https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Render_passes
Conclusion
https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Conclusion
Drawing
Framebuffers
https://vulkan-tutorial.com/Drawing_a_triangle/Drawing/Framebuffers
Command buffers
https://vulkan-tutorial.com/Drawing_a_triangle/Drawing/Command_buffers
We're skipping the first part because Vulkano maintains a StandardCommandPool
.
Rendering and presentation
https://vulkan-tutorial.com/Drawing_a_triangle/Drawing/Rendering_and_presentation
Swapchain recreation
https://vulkan-tutorial.com/Drawing_a_triangle/Swap_chain_recreation
Vertex buffers
Vertex input description
https://vulkan-tutorial.com/Vertex_buffers/Vertex_input_description
Vertex shader diff / Vertex shader
(Rust code combined with next section, since this alone won't compile)
Vertex buffer creation
https://vulkan-tutorial.com/Vertex_buffers/Vertex_buffer_creation
Staging buffer
https://vulkan-tutorial.com/Vertex_buffers/Staging_buffer
We're just replacing CpuAccessibleBuffer
with ImmutableBuffer
, which uses a staging buffer internally. See vulkano::buffer
for an overview of Vulkano's buffer types.
Index buffer
https://vulkan-tutorial.com/Vertex_buffers/Index_buffer
Uniform buffers
Uniform Buffer Object
https://vulkan-tutorial.com/Uniform_buffers
In this section we change the vertex shader to take a uniform buffer object consisting of a model, view, and projection matrix. The shader now outputs the final position as the result of multiplying these three matrices with the original vertex position.
We add a new type of buffer, the CpuAccessibleBuffer, which allows us to update its contents without needing to rebuild the entire buffer. In order to actually be able to write to this buffer we need to specify its usage as a uniform buffer and also the destination of a memory transfer.
Note that unlike the original tutorial we did not need to create any layout binding. This is handled internally by vulkano when creating a descriptor set, as we'll see in the next section.
At this point our program will compile and run but immediately panic because we specify a binding in our shader but do not include a matching descriptor set.
Vertex Shader Diff / Vertex Shader