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 |
---|---|---|
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绑定模型
可写存储绑定:
- 绑定: 0 …
D3D11_PS_CS_UAV_REGISTER_COUNT
其他绑定:
- 着色器阶段: vs, fs, cs
- 寄存器: 常量缓冲区(CBV), 着色器资源(SRV), 采样器
- 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
-
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
-
资源创建:
- 编译HLSL着色器
- 创建渲染管线(简化版)
-
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
-
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。