Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 112:0c5a74885796
did: real implementation of buffer and memory, getting closer to collect shit for drawing per pipeline
| author | Sam <sam@basx.dev> |
|---|---|
| date | Sat, 01 Apr 2023 00:40:02 +0700 |
| parents | 6fd10b7e2d6a |
| children | 7b695fb335ed |
| rev | line source |
|---|---|
| 96 | 1 import std/options |
| 2 | |
| 93 | 3 import semicongine/vulkan |
| 94 | 4 import semicongine/platform/window |
| 98 | 5 import semicongine/math |
| 109 | 6 import semicongine/entity |
| 7 import semicongine/scene | |
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8 import semicongine/gpu_data |
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9 import semicongine/mesh |
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10 |
| 104 | 11 proc diagnostics(instance: Instance) = |
| 94 | 12 # diagnostic output |
| 93 | 13 echo "Devices" |
| 14 for device in instance.getPhysicalDevices(): | |
| 15 echo " " & $device | |
| 96 | 16 echo " Rating: " & $device.rateGraphics() |
| 93 | 17 echo " Extensions" |
| 18 for extension in device.getExtensions(): | |
| 19 echo " " & $extension | |
| 96 | 20 echo " Properties" |
| 21 echo " " & $device.getProperties() | |
| 22 echo " Features" | |
| 23 echo " " & $device.getFeatures() | |
| 93 | 24 echo " Queue families" |
| 25 for queueFamily in device.getQueueFamilies(): | |
| 26 echo " " & $queueFamily | |
| 94 | 27 echo " Surface present modes" |
| 96 | 28 for mode in device.getSurfacePresentModes(): |
| 94 | 29 echo " " & $mode |
| 30 echo " Surface formats" | |
| 96 | 31 for format in device.getSurfaceFormats(): |
| 94 | 32 echo " " & $format |
| 93 | 33 |
| 104 | 34 when isMainModule: |
| 35 # print basic driver infos | |
| 36 echo "Layers" | |
| 37 for layer in getLayers(): | |
| 38 echo " " & layer | |
| 39 echo "Instance extensions" | |
| 40 for extension in getInstanceExtensions(): | |
| 41 echo " " & extension | |
| 42 | |
| 43 # create instance | |
| 44 var thewindow = createWindow("Test") | |
| 45 var instance = thewindow.createInstance( | |
| 46 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), | |
| 47 instanceExtensions= @["VK_EXT_debug_utils"], | |
| 48 layers= @["VK_LAYER_KHRONOS_validation"] | |
| 49 ) | |
| 50 var debugger = instance.createDebugMessenger() | |
| 51 | |
| 93 | 52 # create devices |
| 96 | 53 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() |
| 54 var device = instance.createDevice( | |
| 55 selectedPhysicalDevice, | |
| 56 @[], | |
| 57 @[], | |
| 58 selectedPhysicalDevice.filterForGraphicsPresentationQueues() | |
| 59 ) | |
| 60 | |
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61 const inputs = AttributeGroup(attributes: @[attr(name="pos", thetype=Float32, components=3)]) |
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62 const uniforms = AttributeGroup() |
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63 const outputs = AttributeGroup(attributes: @[attr(name="fragpos", thetype=Float32, components=3)]) |
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64 const fragOutput = AttributeGroup(attributes: @[attr(name="color", thetype=Float32, components=4)]) |
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65 const vertexBinary = shaderCode(inputs=inputs, uniforms=uniforms, outputs=outputs, stage=VK_SHADER_STAGE_VERTEX_BIT, version=450, entrypoint="main", "fragpos = pos;") |
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66 const fragmentBinary = shaderCode(inputs=outputs, uniforms=uniforms, outputs=fragOutput, stage=VK_SHADER_STAGE_FRAGMENT_BIT, version=450, entrypoint="main", "color = vec4(1, 1, 1, 0);") |
| 106 | 67 var |
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68 vertexshader = device.createShader(inputs, uniforms, outputs, VK_SHADER_STAGE_VERTEX_BIT, "main", vertexBinary) |
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69 fragmentshader = device.createShader(inputs, uniforms, outputs, VK_SHADER_STAGE_FRAGMENT_BIT, "main", fragmentBinary) |
| 108 | 70 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() |
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71 renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) |
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72 var (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) |
| 108 | 73 if res != VK_SUCCESS: |
| 74 raise newException(Exception, "Unable to create swapchain") | |
| 96 | 75 |
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76 var thescene = Scene(name: "main", root: newEntity("triangle", newMesh([newVec3(-1, -1), newVec3(0, 1), newVec3(1, -1)]))) |
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77 thescene.setupDrawables(renderPass) |
| 109 | 78 |
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79 echo "Setup successfull, start rendering" |
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80 for i in 0 ..< 1: |
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81 discard swapchain.drawScene(thescene) |
| 108 | 82 echo "Rendered ", swapchain.framesRendered, " frames" |
| 96 | 83 echo "Start cleanup" |
| 93 | 84 |
| 108 | 85 |
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86 # cleanup |
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87 checkVkResult device.vk.vkDeviceWaitIdle() |
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88 vertexshader.destroy() |
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89 fragmentshader.destroy() |
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90 renderPass.destroy() |
| 96 | 91 swapchain.destroy() |
| 92 device.destroy() | |
| 93 | 93 |
| 94 debugger.destroy() | |
| 95 instance.destroy() |
