Slightly high level Haskell bindings to the Vulkan graphics API.
Join us on Matrix at #vulkan:monoid.al
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
orvkGetDeviceProcAddr
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, aVulkanException
will be thrown if a Vulkan command returns an errorVkResult
. -
No manual memory management for command parameters or Vulkan structs. You'll still have to manage buffer and image memory yourself however.
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.
-
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 likezero { 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 withwait
in the name) asafe
version is also provided with theSafe
suffix.
- This can be changed by setting the
-
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
andvkGetDeviceProcAddr
. These are stored in two recordsInstanceCmds
andDeviceCmds
which store instance level and device level commands respectively. These tables can be initialized with theinitInstanceCmds
andinitDeviceCmds
found in Vulkan.Dynamic.
-
There are nice
Read
andShow
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
inInstanceCmds
orDeviceCmds
before calling them or the command will throw anIOException
. The*Cmds
records can be found inside any dispatchable handle.
-
To prevent a name clash between the constructors of
VkClearColorValue
andVkPerformanceCounterResultKHR
the latter have hadCounter
suffixed. -
To prevent a name clash between the constructors of
DeviceOrHostAddressKHR
andDeviceOrHostAddressConstKHR
the latter have hadConst
suffixed.
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 becomeByteString
-
Shader code is represented as
ByteString
-
VkBool32
becomesBool
-
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.
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.
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.
createInstance
:: forall a m
. (PokeChain a, MonadIO m)
=> InstanceCreateInfo a
-> Maybe AllocationCallbacks
-> m Instance
destroyInstance
:: forall m
. MonadIO m
=> Instance
-> Maybe AllocationCallbacks
-> m ()
withInstance
:: forall a m r
. (PokeChain a, MonadIO m)
=> InstanceCreateInfo a
-> Maybe AllocationCallbacks
-> (m Instance -> (Instance -> m ()) -> r)
-> r
Example usage:
import Control.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 3 1 0 0
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
).
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)
.
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 tailt
to the structh
t :& ts
which constructs a struct extending tail comprising structt
and structsts
. 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:
makeInst = do
let debugCreateInfo = _ :: DebugUtilsMessengerCreateInfoEXT
validationFeatures = ValidationFeaturesEXT [VALIDATION_FEATURE_ENABLE_BEST_PRACTICES_EXT] []
instanceCreateInfo = zero ::& debugCreateInfo :& validationFeatures :& ()
createInstance instanceCreateInfo Nothing
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
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
.
For instructions on how to regenerate the bindings see the readme in ./generate-new.
To build the example programs. You'll need to supply the following system packages:
vulkan-loader
(forlibvulkan.so
)vulkan-headers
(forvulkan.h
)pkg-config
andSDL2
to build the Haskellsdl2
package.glslang
(for theglslangValidator
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.
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 repositoryVulkanMemoryAllocator
, bindings to VMAvulkan-utils
, a small selection of utility functions for usingvulkan
vulkan-examples
, some examples, this package is dependency-heavygenerate-new
, the program to generate the source ofvulkan
andVulkanMemoryAllocator
, also quite dependency-heavy (this only build with ghc 8.10).
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,
Alternatively you could use the Cachix repo https://app.cachix.org/cache/vulkan-haskell which contains the latest closure for the packages in this repo.
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).
This library is currently up to date on nixpkgs master (as of
https://github.com/NixOS/nixpkgs/commit/af9608d6d133ad9b6de712418db52603bbc8531c
2020-06-23), so if you're just a consumer it might be best to just use
haskellPackages.vulkan
from a recent version there.
For using this repository, I have two workflows:
-
For building and running examples
- 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
containingpackages: ./
, the reason for this little dance instead of just using the root'sdefault.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
andVulkanMemoryAllocator
libraries with the ones in the repo, as well as buildingvulkan-utils
.
- I navigate to the examples directory and use the
-
For modifying the generation program I navigate to the
generate-new
directory and runnix-shell ..
to usedefault.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.
-
Clone this repo with submodules (to get the C header in order to build VulkanMemoryAllocator)
git clone --recursive https://github.com/expipiplus1/vulkan
-
Install GHC and Cabal
- I used ghcup
- Make sure that the
libstdc++
dll is inPATH
, I had to addC:\ghcup\ghc\9.2.4\mingw\bin
to my userPATH
variable
-
Make sure your graphics driver has installed
vulkan-1.dll
inC:/windows/system32
-
Install the LunarG Vulkan SDK
- https://vulkan.lunarg.com/sdk/home#windows
- Remember the installation directory, use in place of
C:/VulkanSDK/1.3.224.1
below - Install the SDL2 library/header (You can run
maintenancetool
in the SDK directory to install this later if you forgot) - We will link against
vulkan-1.lib
from this installation - We will use the
glslangValidator
from this installation.
-
Restart your shell to pick up the new
PATH
environment set up by the SDK installer The Vulkan SDK installer -
Inform Cabal about header and library locations by adding the following to
cabal.project.local
, changed accodingly for your install path for the Vulkan SDK. Also use a patched SDL2 which doens't use pkgconfig (a pain to install on Windows)package sdl2 extra-lib-dirs: C:/VulkanSDK/1.3.224.1/lib/ extra-include-dirs: C:/VulkanSDK/1.3.224.1/Include/SDL2 flags: -pkgconfig source-repository-package type: git location: https://github.com/expipiplus1/sdl2 tag: 35f45303a0af522f10197f09e4bf52bc49b97ef4 package vulkan extra-lib-dirs: C:/VulkanSDK/1.3.224.1/lib/ package vulkan-utils extra-include-dirs: C:/VulkanSDK/1.3.224.1/Include/ package VulkanMemoryAllocator extra-include-dirs: C:/VulkanSDK/1.3.224.1/Include/ package vulkan-examples extra-prog-path: C:/VulkanSDK/1.3.224.1/bin
-
Run
cabal build examples
to build the examples -
Run
cabal run resize
to run theresize
example.
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.
extra-lib-dirs:
- C:/VulkanSDK/1.2.135.0/lib/
extra-include-dirs:
- C:/VulkanSDK/1.2.135.0/Include/
- C:/VulkanSDK/1.3.224.1/Include/SDL2
There exists a package to build some example programs in the
examples
directory.
All the core Vulkan 1.0, 1.1, 1.2, and 1.3 functionality is here as well as all the extensions (except the video ones).
This is currently a 64 bit only library.
The VulkanMemoryAllocator package (source in the VulkanMemoryAllocator directory) has similarly styled bindings to the Vulkan Memory Allocator library.
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
.
3: https://github.com/spurious/SDL-mirror/blob/6b6170caf69b4189c9a9d14fca96e97f09bbcc41/src/video/windows/SDL_windowsvulkan.c#L50-L54