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//! Traits and common draw passes.
use super::{queue_negotiator::QueueNegotiator, target::SwapchainProperties};
use crate::types::*;
use stockton_types::Session;
use std::sync::{Arc, RwLock};
use anyhow::Result;
mod cons;
mod level;
pub use cons::{ConsDrawPass, NilDrawPass};
pub use level::LevelDrawPass;
/// One of several 'passes' that draw on each frame.
pub trait DrawPass {
/// Queue any necessary draw commands to cmd_buffer
/// This should assume the command buffer isn't in the middle of a renderpass, and should leave it as such.
fn queue_draw(
&mut self,
session: &Session,
img_view: &ImageViewT,
cmd_buffer: &mut CommandBufferT,
) -> Result<()>;
fn deactivate(self, device: &mut Arc<RwLock<DeviceT>>) -> Result<()>;
}
/// A type that can be made into a specific draw pass type.
/// This allows extra data to be used in initialisation without the Renderer needing to worry about it.
pub trait IntoDrawPass<O: DrawPass> {
fn init(
self,
session: &Session,
adapter: &Adapter,
device: Arc<RwLock<DeviceT>>,
queue_negotiator: &mut QueueNegotiator,
swapchain_properties: &SwapchainProperties,
) -> Result<O>;
/// This function should ask the queue negotatior to find families for any auxilary operations this draw pass needs to perform
/// For example, .find(&TexLoadQueue)
/// It should return then call .family_spec for each queue type negotiated and return the results.
fn find_aux_queues<'a>(
adapter: &'a Adapter,
queue_negotiator: &mut QueueNegotiator,
) -> Result<Vec<(&'a QueueFamilyT, Vec<f32>)>>;
}
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