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nexg's Introduction

Nexg(Next GPU)

Low-level fast GPU Api

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Nexg is a pure-rust library that makes coding Vulkan functionality easier and more Rust-like

Nexg aims to support gaming applications as well as operation on GPUs

Examples

Triangle

triangle

use std::ffi::c_void;
use std::mem::offset_of;
use std::{env, fs::File, io::BufWriter};

use nexg::{
    Buffer, BufferDescriptor, CommandPoolDescriptor, CommandRecorderDescriptor, DataFormat,
    Extent3d, FrameBuffer, FrameBufferDescriptor, Image, ImageDescriptor, ImageFormat,
    ImageViewDescriptor, InstanceBuilder, InstanceFeature, LoadOp, Pipeline, PipelineDescriptor,
    PipelineLayout, PipelineLayoutDescriptor, PipelineVertexInputDescriptor, QueueSubmitDescriptor,
    RenderPass, RenderPassBeginDescriptor, RenderPassDescriptor, Shader, ShaderStage,
    ShaderStageDescriptor, Spirv, StoreOp, SubPass, SubPassDescriptor,
    VertexInputAttributeDescriptor, VertexInputBindingDescriptor,
};
use png::text_metadata::ZTXtChunk;

#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct Vec4(f32, f32, f32, f32);
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct Vertex {
    pos: Vec4,
    color: Vec4,
}

const VERTEX: [Vertex; 3] = [
    Vertex {
        pos: Vec4(0.0, -0.5, 0.0, 0.0),
        color: Vec4(1.0, 0.0, 0.0, 1.0),
    },
    Vertex {
        pos: Vec4(0.5, 0.5, 0.0, 0.0),
        color: Vec4(0.0, 1.0, 0.0, 1.0),
    },
    Vertex {
        pos: Vec4(-0.5, 0.5, 0.0, 0.0),
        color: Vec4(0.0, 0.0, 1.0, 1.0),
    },
];

const WIDTH: u32 = 640;
const HEIGHT: u32 = 480;

fn main() {
    let feature = InstanceFeature::empty();
    let instance = InstanceBuilder::new().feature(feature).build().unwrap();
    
    // Request suitable connecter.
    let desc = RequestConnecterDescriptor::new()
        .graphic_support(true)
        .compute_support(true)
        .transfer_support(true);
    let connecters = instance.request_connecters(&[desc]).unwrap();
    let connecter = connecters[0];
    let index = connecter.get_queue_family_index();

    let device = connecter.create_device(&instance, index).unwrap();

    let queue = device.get_queue(index);
    let desc = CommandPoolDescriptor::empty().queue_family_index(index);
    let pool = device.create_command_pool(&desc).unwrap();
    let desc = CommandRecorderDescriptor::empty();
    let recorders = device.allocate_command_recorder(pool, &desc).unwrap();
    let desc = ImageDescriptor::new().extent(Extent3d::new(WIDTH, HEIGHT, 1));
    let image = Image::create(&instance, &device, connecter, &desc).unwrap();
    let desc = ImageViewDescriptor::empty().format(ImageFormat::R8G8B8A8Unorm);
    let image_view = image.create_image_view(&device, &desc);

    let vertex = Shader::new(
        &device,
        &Spirv::new(concat!(
            env!("CARGO_MANIFEST_DIR"),
            "/examples/shader/shader.vert.spv"
        ))
        .unwrap(),
    );

    let fragment = Shader::new(
        &device,
        &Spirv::new(concat!(
            env!("CARGO_MANIFEST_DIR"),
            "/examples/shader/shader.frag.spv"
        ))
        .unwrap(),
    );

    let desc = BufferDescriptor::empty().size(std::mem::size_of::<Vertex>() * VERTEX.len());
    let vertex_buffer = Buffer::new(&instance, connecter, &device, &desc).unwrap();
    vertex_buffer.write(&device, VERTEX.as_ptr() as *const c_void);
    vertex_buffer.lock(&device);

    let desc = SubPassDescriptor::empty();
    let subpass = SubPass::new(connecter, &desc);
    let subpasses = &[subpass];
    let desc = RenderPassDescriptor::empty()
        .subpasses(subpasses)
        .load_op(LoadOp::Clear)
        .store_op(StoreOp::Store);
    let render_pass = RenderPass::new(&device, &desc).unwrap();
    let desc = PipelineLayoutDescriptor::empty().render_pass(&render_pass);
    let pipeline_layout = PipelineLayout::new(&device, &desc).unwrap();
    let shader_stages = vec![
        ShaderStageDescriptor::empty()
            .entry_point("main")
            .stage(ShaderStage::Vertex)
            .shaders(&vertex),
        ShaderStageDescriptor::empty()
            .entry_point("main")
            .stage(ShaderStage::Fragment)
            .shaders(&fragment),
    ];
    let binding_desc = vec![VertexInputBindingDescriptor::empty()
        .binding(0)
        .stride(std::mem::size_of::<Vertex>())];
    let attribute_desc = vec![
        VertexInputAttributeDescriptor::empty()
            .binding(0)
            .location(0)
            .format(DataFormat::R32G32SFloat)
            .offset(offset_of!(Vertex, pos)),
        VertexInputAttributeDescriptor::empty()
            .binding(0)
            .location(1)
            .format(DataFormat::R32G32B32SFloat)
            .offset(offset_of!(Vertex, color)),
    ];
    let vertex_input_desc = PipelineVertexInputDescriptor::empty()
        .attribute_desc(&attribute_desc)
        .binding_desc(&binding_desc);
    let desc = PipelineDescriptor::empty()
        .shader_stages(&shader_stages)
        .input_descriptor(&vertex_input_desc)
        .width(WIDTH)
        .height(HEIGHT);
    let pipeline = Pipeline::new(&device, pipeline_layout, &render_pass, &desc).unwrap();

    let desc = FrameBufferDescriptor::empty()
        .render_pass(&render_pass)
        .image_view(&image_view)
        .width(WIDTH)
        .height(HEIGHT);
    let framebuffer = FrameBuffer::new(&device, &desc).unwrap();

    let begin_desc = RenderPassBeginDescriptor::empty()
        .width(WIDTH)
        .height(HEIGHT)
        .clear(1.0, 1.0, 1.0, 1.0)
        .render_pass(&render_pass)
        .frame_buffer(&framebuffer);
    recorders[0].begin(&device, begin_desc);
    recorders[0].bind_pipeline(&device, &pipeline[0]);
    recorders[0].bind_vertex_buffer(&device, &vertex_buffer);
    recorders[0].draw(&device, 3, 1, 0, 0);
    recorders[0].end(&device);

    let desc = QueueSubmitDescriptor::empty();
    queue.submit(&device, &desc, &recorders);

    let file = File::create("triangle.png").unwrap();
    let w = &mut BufWriter::new(file);

    let mut encoder = png::Encoder::new(w, WIDTH, HEIGHT);
    encoder.set_color(png::ColorType::Rgba);
    encoder.set_depth(png::BitDepth::Eight);

    let mut writer = encoder.write_header().unwrap();
    let slice = image.as_raw_data(&device, WIDTH, HEIGHT).unwrap();
    writer.write_image_data(&slice).unwrap(); // Save

    let tail_ztxt_chunk = ZTXtChunk::new(
        "Comment".to_string(),
        "A zTXt chunk after the image data.".to_string(),
    );
    writer.write_text_chunk(&tail_ztxt_chunk).unwrap();
}

Notice

This API is not an abstraction to other graphics APIs (DirectX, Metal).
It is an API that makes it easier to use and optimize Vulkan's functionality.

Goals

  • Fast API with low overhead

License

Nexg is licensed under MIT LICENSE

nexg's People

Contributors

ichinose0 avatar

Stargazers

Sebastian Rüth avatar

Watchers

 avatar

nexg's Issues

Rename ImageType

The current ImageType is only used to specify dimensions, so the expression Type is difficult to understand.
Also, the member names do not follow the Rust naming convention, so that should be changed as well.

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