These bindings present an interface to Vulkan which looks like more idiomatic
Haskell and which is much less verbose than the C API. Nevertheless, it retains
access to all the functionality. If you find something you can do in the C
bindings but not in these high level bindings please raise an issue.
Practically speaking this means:
No fiddling with vkGetInstanceProcAddr or
vkGetDeviceProcAddr to get function pointers, this is done automatically on
instance and device creation1.
No setting the sType member, this is done automatically.
No passing length/pointer pairs for arrays, Vector is used
instead2.
No passing pointers for return values, this is done for you and multiple
results are returned as elements of a tuple.
No checking VkResult return values for failure, a VulkanException will be
thrown if a Vulkan command returns an error VkResult.
No manual memory management for command parameters or Vulkan structs. You'll
still have to manage buffer and image memory yourself however.
Package structure
Types and functions are placed into modules according to the features and
extensions portions of the specification. As these sections only mention
functions, a best guess has to be made for types. Types and constants are drawn
in transitively according to the dependencies of the functions.
It should be sufficient to import Vulkan.CoreXX along with
Vulkan.Extensions.{whatever extensions you want}. You might want to import
Vulkan.Zero too.
These bindings are intended to be imported qualified and do not feature the
Vk prefixes on commands, structures, members or constants.
Things to know
Documentation is included more or less verbatim from the Vulkan C API
documentation. The parameters it references might not map one-to-one with
what's in these bindings. It should be obvious in most cases what it's trying
to say. If part of the documentation is misleading or unclear with respect to
these Haskell bindings please open an issue and we can special case a fix.
The haddock documentation can be browsed on Hackage or
here
Parameters are named with the ::: operator where it would be useful; this
operator simply ignores the string on the left.
There exists a Zero type class defined in
Vulkan.Zero. This is a class for initializing values
with all zero contents and empty arrays. It's very handy when initializing
structs to use something like zero { only = _, members = _, i = _, care = _, about = _ }.
The library is compiled with -XStrict so expect all record members to be
strict (and unboxed when they're small)
Calls to Vulkan are marked as unsafe by default to reduce FFI overhead.
This can be changed by setting the safe-foreign-calls flag.
It means that Vulkan functions are unable to safely call Haskell code. See
the Haskell
wiki for
more information. This is important to consider if you want to write
allocation or debug callbacks in Haskell.
It's also means that the garbage collector will not run while these calls
are in progress. For some blocking functions (those which can return
VK_TIMEOUT and those with wait in the name) a safe version is also
provided with the Safe suffix.
As encouraged by the Vulkan user guide, commands are linked dynamically (with
the sole exception of vkGetInstanceProcAddr).
The function pointers are attached to any dispatchable handle to save you
the trouble of passing them around.
The function pointers are retrieved by calling vkGetInstanceProcAddr and
vkGetDeviceProcAddr. These are stored in two records InstanceCmds and
DeviceCmds which store instance level and device level commands
respectively. These tables can be initialized with the initInstanceCmds
and initDeviceCmds found in Vulkan.Dynamic.
There are nice Read and Show instances for the enums and bitmasks. These
will, where possible, print and parse the pattern synonyms. For example one
can do the following:
>read@COMPARE_OP"COMPARE_OP_LESS"COMPARE_OP_LESS
Make sure that all the functions you're going to use are not nullPtr in
InstanceCmds or DeviceCmds before calling them or the command will throw
an IOException. The *Cmds records can be found inside any dispatchable
handle.
Minor things
To prevent a name clash between the constructors of
VkClearColorValue and VkPerformanceCounterResultKHR the latter have had
Counter suffixed.
To prevent a name clash between the constructors of
DeviceOrHostAddressKHR and DeviceOrHostAddressConstKHR the latter have
had Const suffixed.
How the C types relate to Haskell types
These bindings take advantage of the meta information present in the
specification detailing the validity of structures and arguments.
Vector is used in place of pointers to arrays with associated length
members/parameters. When interfacing with Vulkan these bindings automatically
set the length member/parameter properly. If the vector is optional but the
length is not then the length member/parameter is preserved, but will be
inferred if the vector is present and the length is 0.
If a struct member or command parameters in the specification is a optional
pointer (it may be null) this is replaced with a Maybe value.
If a struct has a member which can only have one possible value (the most
common example is the sType member, then this member is elided.
C strings become ByteString. This is also the case for fixed length C
strings, the library will truncate overly long strings in this case.
Pointers to void accompanied by a length in bytes become ByteString
Shader code is represented as ByteString
VkBool32 becomes Bool
Some Vulkan commands or structs take several arrays which must be the same
length. These are currently exposed as several Vector arguments which must
be the same length. If they are not the same length an exception is thrown.
Vulkan structs with bitfields have them split into their component parts in
the Haskell record. Then marshalling to and from C the masking and shifting
takes place automatically.
If anything is unclear please raise an issue. The marshaling to and from
Haskell and C is automatically generated and I've not checked every single
function. It's possible that there are some commands or structs which could be
represented better in Haskell, if so please also raise an issue.
Vulkan errors
If a Vulkan command has the VkResult type as a return value, this is checked
and a VulkanException is thrown if it is not a success code. If the only
success code a command can return is VK_SUCCESS then this is elided from the
return type. If a command can return other success codes, for instance
VK_EVENT_SET then the success code is exposed.
Bracketing commands
There are certain sets commands which must be called in pairs, for instance the
create and destroy commands for using resources. In order to facilitate
safe use of these commands, (i.e. ensure that the corresponding destroy
command is always called) these bindings expose similarly named commands
prefixed with with (for Create/Destroy and Allocate/Free pairs) or
use for (Begin/End pairs). If the command is used in command buffer
building then it is additionally prefixed with cmd.
These are higher order functions which take as their last argument a consumer
for a pair of create and destroy commands. Values which fit this hole
include Control.Exception.bracket, Control.Monad.Trans.Resource.allocate
and (,).
An example is withInstance which calls createInstance and
destroyInstance. Notice how the AllocationCallbacks parameter is
automatically passed to the createInstance and destroyInstance command.
importControl.Monad.Trans.Resource (runResourceT, allocate)
-- Create an instance and print its value
main = runResourceT $do
(instanceReleaseKey, inst) <- withInstance zero Nothing allocate
liftIO $print inst
-- Begin a render pass, draw something and end the render pass
drawTriangle =
cmdUseRenderPass buffer renderPassBeginInfo SUBPASS_CONTENTS_INLINE bracket_
$do
cmdBindPipeline buffer PIPELINE_BIND_POINT_GRAPHICS graphicsPipeline
cmdDraw buffer 3100
These pairs of commands aren't explicit in the specification, so
a list of them is maintained in the generation code, if you see something
missing please open an issue (these pairs are generated in VK/Bracket.hs).
Dual use commands
Certain commands, such as vkEnumerateDeviceLayerProperties or
vkGetDisplayModePropertiesKHR, have a dual use. If they are not given a
pointer to return an array of results then they instead return the total number
of possible results, otherwise they return a number of results. There is an
idiom in Vulkan which involves calling this function once with a null pointer
to get the total number of queryable values, allocating space for querying that
many values and they calling the function again to get the values. These
bindings expose commands which automatically return all the results. As an
example enumeratePhysicalDevices has the type MonadIO m => Instance -> m (Result, Vector PhysicalDevice).
Structure chains
Most structures in Vulkan have a member called pNext which can be a pointer
to another Vulkan structure containing additional information. In these high
level bindings the head of any struct chain is parameterized over the rest of
the items in the chain. This allows for using type inference for getting
struct chain return values out of Vulkan, for example:
getPhysicalDeviceFeatures2 :: (PokeChain a, PeekChain a) => PhysicalDevice -> IO (PysicalDeviceFeatures2 a); here the variable a :: [Type] represents the
structures present in the chain returned from vkGetPhysicalDeviceFeatures2.
There exists a GADT SomeStruct which captures the case of an unknown tail in
the struct chain. This is also used for nested chains inside structs.
Struct chains inside records are represented as nested tuples: next :: (Something, (SomethingElse, (AThirdThing, ())))
There are two pattern synonyms exposed in Vulkan.CStruct.Extends which help
in constructing and deconstructing struct chains.
h ::& t which appends the tail t to the struct h
t :& ts which constructs a struct extending tail comprising struct t and
structs ts. Note that you must terminate the list with ().
For example, to create an instance with a debugUtilsMessenger and the
validation layer's best practices output enabled:
And to deconstruct a return value with a struct tail, for example to find out
if a physical device supports Timeline Semaphores:
hasTimelineSemaphores phys =do
_ ::&PhysicalDeviceTimelineSemaphoreFeatures hasTimelineSemaphores :&()<-
getPhysicalDeviceFeatures2 phys
pure hasTimelineSemaphores
-- If you don't have a MonadFail instance you'll have to avoid pattern matching-- using do notation because of https://gitlab.haskell.org/ghc/ghc/-/issues/15681
hasTimelineSemaphores phys =do
feats <- getPhysicalDeviceFeatures2 phys
let _ ::&PhysicalDeviceTimelineSemaphoreFeatures hasTimelineSemaphores :&()= feats
pure hasTimelineSemaphores
Building
This package requires GHC 8.6 or higher due to the use of the
QuantifiedConstraints language extension.
Make sure you have initialized the VulkanMemoryAllocator submodule if you
intend to build the VulkanMemoryAllocator package.
If you provision libvulkan.so (the Vulkan loader) with nix and you're not on
NixOS, you'll have to use NixGL to run your
programs. For this reason it's recommended to use the system-provided
libvulkan.so.
To build the example programs. You'll need to supply the following system
packages:
vulkan-loader (for libvulkan.so)
vulkan-headers (for vulkan.h)
pkg-config and SDL2 to build the Haskell sdl2 package.
glslang (for the glslangValidator binary, to build the shaders)
Jonathan Merritt has made an excellent video detailing how to set up everything
necessary for running the examples on macOS
here.
Building using Nix
Here is some generally useful information for using the default.nix files in
this repo.
default.nix { forShell = false; } evaluates to an attribute set with one
attribute for each of the following packages:
vulkan, the main package of this repository
VulkanMemoryAllocator, bindings to VMA
vulkan-utils, a small selection of utility functions for using vulkan
vulkan-examples, some examples, this package is dependency-heavy
generate-new, the program to generate the source of vulkan and
VulkanMemoryAllocator, also quite dependency-heavy (this only build with
ghc 8.8).
You may want to pass your <nixpkgs> as pkgs to default.nix to avoid
rebuilding a parallel set of haskell packages based on the pegged nixpkgs
version in default.nix. It should probably work with a wide range of
nixpkgss, however some overrides in default.nix may need tweaking,
nix-build -A vulkan is probably not terribly useful for using the library as
it just builds the Haskell library.
nix-build -A vulkan-examples will produce a path with several examples,
however to run these on a non-NixOS platform you'll need to use the
NixGL project (or something similar) to
run these. This isn't something tested very often so may be a little fragile.
I'd suggest for non-NixOS platforms compiling without using Nix (or better yet
get reliable instructions for using NixGL and open a PR).
I navigate to the examples directory and use the default.nix expression
in there to provision a shell with the correct dependencies for the
examples.
I also make a cabal.project containing packages: ./, the reason for
this little dance instead of just using the root's default.nix is so that
nix builds the hoogle database for the dependencies and HIE's completion
and indexing works much better for external dependencies instead of using a
multi-package project as is the root.
This will override nixpkgs's vulkan and VulkanMemoryAllocator libraries
with the ones in the repo, as well as building vulkan-utils.
For modifying the generation program I navigate to the generate-new
directory and run nix-shell .. to use default.nix in the repo's root to
provision a shell with:
The dependencies for running the generator
And the dependencies for compiling the vulkan source it spits out.
I run the generator with ghci $(HIE_BIOS_OUTPUT=/dev/stdout ./flags.sh $(pwd)/vk/Main.hs) vk/Main.hs +RTS -N16
For using the source in this package externally it may be easiest to do
whatever you do to get a haskell environment with nix and simply override the
source to point to this repo, the dependencies haven't changed for a while, so
any version of nixpkgs from the last 3 months should do the trick.
Building on Windows with Cabal
Clone this repo
Install GHC and Cabal
I downloaded the GHC binary package from
here, extracted it
and added the bin directory to PATH.
I downloaded the cabal-install binary package from here
Make sure your graphics driver has installed vulkan-1.dll in C:/windows/system32
Extract the x86_64-w64-mingw32 directory somwhere, I installed it as ~/AppData/Roaming/local/SDL2
Copy the lib/pkgconfig/sdl2.pc file to ~/AppData/Roaming/local/lib/pkgconfig/sdl2.pc
Inform Cabal about header and library locations by adding the following to
cabal.project.local, changed accodingly for your install paths for SDL2 and
the Vulkan SDK.
Stack is currently (2020-11-02) bundled with an msys2 installation which is
too old to use the package repositories (see
commercialhaskell/stack#5300) so installing the
Vulkan SDK, SDL2 and pkg-config is not possible with the bundled package
manager.
Nevertheless, it should be possible to use Stack by adding the following to
stack.yaml (changed appropriately according to SDL2 and VulkanSDK install
locations) and building after following the instructions above.
The vulkan-utils (source in
the utils directory) includes a few utilities for writing programs
using these bindings.
For an alternative take on Haskell bindings to Vulkan see the
vulkan-api package. vulkan-api
stores Vulkan structs in their C representation as ByteArray# whereas this
library allocates structs on the stack and keeps them alive for just the
lifetime of any Vulkan command call.
1: Note that you'll still have to request any required
extensions for the function pointers belonging to that extension to be
populated. An exception will be thrown if you try to call a function pointer
which is null.
2: The exception is where the spec allows the application
to pass NULL for the vector with a non-zero count. In these cases it was
deemed clearer to preserve the "count" member and allow the Haskell
application to pass a zero-length vector to indicate NULL.
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