Rust图形渲染库gfx-backend-dx11的使用:DirectX 11后端实现与高性能GPU加速

Rust图形渲染库gfx-backend-dx11的使用:DirectX 11后端实现与高性能GPU加速

gfx_device_dx11

DX11后端实现for gfx。

标准化坐标

渲染坐标 深度坐标 纹理坐标
render_coordinates depth_coordinates texture_coordinates

绑定模型

可写存储绑定:

  1. 绑定: 0 … D3D11_PS_CS_UAV_REGISTER_COUNT

其他绑定:

  1. 着色器阶段: vs, fs, cs
  2. 寄存器: 常量缓冲区(CBV), 着色器资源(SRV), 采样器
  3. 绑定(紧密)

镜像

TODO

完整示例代码

use gfx_hal::prelude::*;
use gfx_backend_dx11 as back;

fn main() {
    // 创建DX11实例
    let instance = back::Instance::create("gfx-dx11-demo", 1).unwrap();
    
    // 枚举适配器
    for adapter in instance.enumerate_adapters() {
        println!("Adapter: {:?}", adapter.info);
    }
    
    // 创建表面和设备
    let surface = instance.create_surface(&Default::default()).unwrap();
    let mut device = instance.create_device(
        &back::Features::empty(),
        &back::Limits::default(),
        None,
    ).unwrap();
    
    // 创建交换链
    let mut swapchain = device.create_swapchain(
        surface,
        back::SwapchainConfig::default(),
    ).unwrap();
    
    // 主循环
    loop {
        // 渲染逻辑...
        
        // 呈现
        swapchain.present(&mut device, 0);
    }
}

完整示例demo

以下是一个更完整的DX11渲染示例,包含清屏和简单三角形渲染:

use gfx_hal::{
    prelude::*,
    Backend,
    buffer,
    command,
    device,
    format,
    image,
    memory,
    pass,
    pool,
    pso,
    queue,
    window,
};
use gfx_backend_dx11 as back;

struct TriangleDemo {
    // 渲染相关资源
    pipeline: back::GraphicsPipeline,
    vertex_buffer: back::Buffer,
    memory: back::Memory,
    command_pool: back::CommandPool,
    command_buffer: back::CommandBuffer,
    fence: back::Fence,
}

impl TriangleDemo {
    fn new(device: &mut back::Device) -> Self {
        // 创建图形管线
        let pipeline = {
            let vs = include_bytes!("shader.hlsl");
            let fs = include_bytes!("shader.hlsl");
            
            let shader_vertex = device.create_shader_module(&vs[..]).unwrap();
            let shader_fragment = device.create_shader_module(&fs[..]).unwrap();
            
            // 管线布局
            let layout = device.create_pipeline_layout(&[], &[]).unwrap();
            
            // 创建图形管线
            device.create_graphics_pipeline(
                &pso::GraphicsPipelineDesc::new(
                    pso::EntryPoint {
                        entry: "main",
                        module: &shader_vertex,
                    },
                    pso::EntryPoint {
                        entry: "main",
                        module: &shader_fragment,
                    },
                ),
                layout,
                None,
            ).unwrap()
        };
        
        // 创建顶点缓冲区
        let vertices = [
            // 位置(x,y,z) 颜色(r,g,b)
            [0.0, 0.5, 0.0, 1.0, 0.0, 0.0],
            [0.5, -0.5, 0.0, 0.0, 1.0, 0.0],
            [-0.5, -0.5, 0.0, 0.0, 0.0, 1.0],
        ];
        
        let (vertex_buffer, memory) = device
            .create_buffer(
                (vertices.len() * std::mem::size_of::<[f32; 6]>()) as u64,
                buffer::Usage::VERTEX,
            )
            .unwrap();
        
        // 创建命令池和命令缓冲区
        let command_pool = device.create_command_pool(
            queue::QueueFamilyId(0),
            pool::CommandPoolCreateFlags::RESET_INDIVIDUAL,
        ).unwrap();
        
        let command_buffer = command_pool.allocate_command_buffers(1).remove(0);
        
        // 创建栅栏
        let fence = device.create_fence(false).unwrap();
        
        TriangleDemo {
            pipeline,
            vertex_buffer,
            memory,
            command_pool,
            command_buffer,
            fence,
        }
    }
    
    fn render(&mut self, device: &mut back::Device, swapchain: &mut back::Swapchain) {
        // 获取下一帧
        let frame = swapchain.acquire_frame().unwrap();
        
        // 记录命令缓冲区
        let mut encoder = command::CommandBuffer::new(&mut self.command_buffer);
        
        // 开始记录命令
        encoder.begin();
        
        // 设置视口和裁剪
        encoder.set_viewport(0, &[viewport::Viewport {
            rect: viewport::Rect {
                x: 0,
                y: 0,
                w: 800,
                h: 600,
            },
            depth: 0.0..1.0,
        }]);
        
        // 设置清屏颜色
        encoder.clear_color(
            back::ClearValue::Color([0.1, 0.2, 0.3, 1.0].into()),
        );
        
        // 绑定管线
        encoder.bind_graphics_pipeline(&self.pipeline);
        
        // 绑定顶点缓冲区
        encoder.bind_vertex_buffers(0, &[(&self.vertex_buffer, 0)]);
        
        // 绘制三角形
        encoder.draw(0..3, 0..1);
        
        // 结束记录命令
        encoder.finish();
        
        // 提交命令缓冲区
        device.submit(&[&self.command_buffer], &[], &[], Some(&self.fence));
        
        // 呈现
        swapchain.present(device, 0);
        
        // 等待渲染完成
        device.wait_for_fence(&self.fence, !0).unwrap();
        device.reset_fence(&self.fence).unwrap();
    }
}

fn main() {
    // 创建DX11实例
    let instance = back::Instance::create("gfx-dx11-demo", 1).unwrap();
    
    // 枚举适配器
    for adapter in instance.enumerate_adapters() {
        println!("Adapter: {:?}", adapter.info);
    }
    
    // 创建表面和设备
    let surface = instance.create_surface(&Default::default()).unwrap();
    let mut device = instance.create_device(
        &back::Features::empty(),
        &back::Limits::default(),
        None,
    ).unwrap();
    
    // 创建交换链
    let mut swapchain = device.create_swapchain(
        surface,
        back::SwapchainConfig {
            present_mode: back::PresentMode::Fifo,
            format: format::Format::Bgra8Unorm,
            extent: [800, 600],
            image_count: 2,
        },
    ).unwrap();
    
    // 创建渲染demo
    let mut demo = TriangleDemo::new(&mut device);
    
    // 主循环
    loop {
        // 渲染
        demo.render(&mut device, &mut swapchain);
    }
}

安装

在项目目录中运行以下Cargo命令:

cargo add gfx-backend-dx11

或者在Cargo.toml中添加:

gfx-backend-dx11 = "0.9.0"

元数据

  • 版本: 0.9.0
  • 发布时间: 约4年前
  • 2018版
  • 许可证: MIT OR Apache-2.0
  • 大小: 69.4 KiB

文档

gfx-backend-dx11文档

仓库

gfx-rs/gfx

所有者

  • Dzmitry Malyshau
  • Josh Groves
  • Connor Fitzgerald

1 回复

Rust图形渲染库gfx-backend-dx11的使用:DirectX 11后端实现与高性能GPU加速

完整示例Demo

下面是一个完整的gfx-backend-dx11使用示例,展示如何初始化DirectX 11渲染环境并绘制一个简单的三角形:

use gfx_hal::{
    adapter::PhysicalDevice, 
    Backend, 
    command::{CommandBuffer, Subpass}, 
    format::Format,
    image::{Extent, Usage},
    Instance,
    pso::{ShaderStageFlags, PipelineStage},
    window::Extent2D
};
use gfx_backend_dx11 as back;
use winit::{
    event::{Event, WindowEvent},
    event_loop::{ControlFlow, EventLoop},
    window::WindowBuilder,
};

fn main() {
    // 创建窗口
    let event_loop = EventLoop::new();
    let window = WindowBuilder::new()
        .with_title("gfx-backend-dx11 示例")
        .with_inner_size(winit::dpi::LogicalSize::new(800, 600))
        .build(&event_loop)
        .unwrap();

    // 获取窗口句柄
    let window_handle = raw_window_handle::RawWindowHandle::from(&window);

    // 1. 初始化gfx-backend-dx11
    let instance = back::Instance::create("Triangle Demo", 1).expect("创建实例失败");
    
    // 枚举显卡适配器
    let mut adapters = instance.enumerate_adapters();
    let adapter = adapters.remove(0);
    println!("使用的适配器: {}", adapter.info.name);

    // 2. 创建设备和交换链
    let (device, surface, mut swapchain) = create_device_and_swapchain(
        &instance,
        &adapter,
        window_handle,
        800,
        600
    );

    // 3. 编译着色器
    let vertex_shader = compile_shader(
        &device,
        include_str!("shader.hlsl"),
        "vs_main",
        ShaderStageFlags::VERTEX
    );
    
    let pixel_shader = compile_shader(
        &device,
        include_str!("shader.hlsl"),
        "ps_main",
        ShaderStageFlags::FRAGMENT
    );

    // 4. 创建渲染管线
    let pipeline = create_pipeline(&device, vertex_shader, pixel_shader);

    // 主事件循环
    event_loop.run(move |event, _, control_flow| {
        *control_flow = ControlFlow::Poll;

        match event {
            Event::WindowEvent { event, .. } => match event {
                WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
                WindowEvent::Resized(size) => {
                    // 处理窗口大小变化
                    handle_resize(
                        &device,
                        &mut swapchain,
                        &surface,
                        size.width,
                        size.height
                    );
                }
                _ => (),
            },
            Event::MainEventsCleared => {
                window.request_redraw();
            }
            Event::RedrawRequested(_) => {
                // 渲染帧
                render_frame(
                    &device,
                    &mut swapchain,
                    &surface,
                    &pipeline
                );
            }
            _ => (),
        }
    });
}

// 创建设备和交换链
fn create_device_and_swapchain(
    instance: &back::Instance,
    adapter: &gfx_hal::adapter::Adapter<back::Backend>,
    window_handle: raw_window_handle::RawWindowHandle,
    width: u32,
    height: u32,
) -> (back::Device, back::Surface, back::Swapchain) {
    // 创建设备和队列
    let family = adapter.queue_families.iter().next().unwrap();
    let mut gpu = unsafe {
        adapter.physical_device.open(&[(family, &[1.0])], gfx_hal::Features::empty())
    }.expect("创建设备失败");
    
    // 创建表面
    let surface = unsafe {
        instance.create_surface(window_handle)
    }.expect("创建表面失败");
    
    // 创建交换链配置
    let swap_config = gfx_hal::window::SwapchainConfig {
        present_mode: gfx_hal::window::PresentMode::Fifo,
        format: Format::Rgba8Srgb,
        extent: Extent2D { width, height },
        image_count: 2,
        image_layers: 1,
        image_usage: Usage::COLOR_ATTACHMENT,
    };
    
    // 创建交换链
    let (swapchain, _backbuffer) = unsafe {
        gpu.device.create_swapchain(
            &mut gpu.queue_groups[0].queues[0], 
            surface, 
            swap_config, 
            None
        )
    }.expect("创建交换链失败");
    
    (gpu.device, surface, swapchain)
}

// 编译HLSL着色器
fn compile_shader(
    device: &back::Device,
    hlsl_code: &str,
    entry_point: &str,
    stage: ShaderStageFlags,
) -> back::ShaderModule {
    let profile = match stage {
        ShaderStageFlags::VERTEX => "vs_5_0",
        ShaderStageFlags::FRAGMENT => "ps_5_0",
        _ => panic!("不支持的着色器阶段"),
    };
    
    let compiled = device.compile_shader(
        hlsl_code.as_bytes(),
        stage,
        entry_point,
        profile,
    ).expect("着色器编译失败");
    
    unsafe {
        device.create_shader_module(&compiled)
    }.expect("创建着色器模块失败")
}

// 创建渲染管线
fn create_pipeline(
    device: &back::Device,
    vertex_shader: back::ShaderModule,
    pixel_shader: back::ShaderModule,
) -> back::GraphicsPipeline {
    // 这里简化了管线创建过程
    // 实际应用中需要定义顶点布局、渲染通道等
    
    unimplemented!()
}

// 处理窗口大小变化
fn handle_resize(
    device: &back::Device,
    swapchain: &mut back::Swapchain,
    surface: &back::Surface,
    new_width: u32,
    new_height: u32,
) {
    let swap_config = gfx_hal::window::SwapchainConfig {
        extent: Extent2D { width: new_width, height: new_height },
        ..swapchain.config()
    };
    
    unsafe {
        swapchain.configure_swapchain(device, surface, swap_config)
            .expect("重新配置交换链失败");
    }
}

// 渲染帧
fn render_frame(
    device: &back::Device,
    swapchain: &mut back::Swapchain,
    surface: &back::Surface,
    pipeline: &back::GraphicsPipeline,
) {
    // 获取下一帧图像
    let (frame, _suboptimal) = unsafe { swapchain.acquire_image(!0) }
        .expect("获取帧图像失败");
    
    // 创建命令缓冲区
    let mut cmd_buffer = unsafe {
        device.create_command_buffer_primary(&queue.family())
    }.expect("创建命令缓冲区失败");
    
    unsafe {
        cmd_buffer.begin();
        
        // 设置清除颜色
        let clear_color = [0.1, 0.2, 0.3, 1.0];
        
        // 开始渲染通道
        cmd_buffer.begin_render_pass_inline(
            &render_pass,
            &framebuffer,
            viewport,
            &[clear_color.into()],
        );
        
        // 绑定管线
        cmd_buffer.bind_graphics_pipeline(&pipeline);
        
        // 绘制三角形
        cmd_buffer.draw(0..3, 0..1);
        
        cmd_buffer.end_render_pass();
        cmd_buffer.finish();
    }
    
    // 提交命令缓冲区
    unsafe {
        queue.submit_without_semaphores(Some(&cmd_buffer), None);
        queue.present(swapchain, frame, None);
    }
}

配套着色器代码 (shader.hlsl)

// 顶点着色器
void vs_main(
    float3 position : POSITION,
    out float4 sv_position : SV_POSITION
) {
    sv_position = float4(position, 1.0);
}

// 像素着色器
void ps_main(
    float4 position : SV_POSITION,
    out float4 color : SV_TARGET
) {
    color = float4(1.0, 0.0, 0.0, 1.0); // 输出红色
}

示例说明

  1. 初始化:

    • 创建窗口和DirectX 11实例
    • 枚举并选择图形适配器
    • 创建设备、队列和交换链
  2. 资源创建:

    • 编译HLSL着色器
    • 创建渲染管线(简化版)
  3. 渲染循环:

    • 每帧获取交换链图像
    • 记录并提交命令缓冲区
    • 绘制三角形并呈现结果
  4. 窗口调整:

    • 处理窗口大小变化事件
    • 重新配置交换链

这个完整示例展示了使用gfx-backend-dx11从初始化到渲染的基本流程。实际应用中,您还需要添加顶点缓冲区创建、管线状态设置等更多细节。

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