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
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1 import std/options
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2
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3 import semicongine/vulkan
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4 import semicongine/platform/window
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5 import semicongine/math
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6 import semicongine/entity
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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
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11 proc diagnostics(instance: Instance) =
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12 # diagnostic output
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13 echo "Devices"
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14 for device in instance.getPhysicalDevices():
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15 echo " " & $device
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16 echo " Rating: " & $device.rateGraphics()
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17 echo " Extensions"
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18 for extension in device.getExtensions():
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19 echo " " & $extension
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20 echo " Properties"
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21 echo " " & $device.getProperties()
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22 echo " Features"
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23 echo " " & $device.getFeatures()
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24 echo " Queue families"
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25 for queueFamily in device.getQueueFamilies():
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26 echo " " & $queueFamily
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27 echo " Surface present modes"
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28 for mode in device.getSurfacePresentModes():
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29 echo " " & $mode
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30 echo " Surface formats"
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31 for format in device.getSurfaceFormats():
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32 echo " " & $format
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33
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34 when isMainModule:
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35 # print basic driver infos
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36 echo "Layers"
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37 for layer in getLayers():
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38 echo " " & layer
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39 echo "Instance extensions"
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40 for extension in getInstanceExtensions():
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41 echo " " & extension
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42
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43 # create instance
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44 var thewindow = createWindow("Test")
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45 var instance = thewindow.createInstance(
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46 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0),
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47 instanceExtensions= @["VK_EXT_debug_utils"],
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48 layers= @["VK_LAYER_KHRONOS_validation"]
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49 )
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50 var debugger = instance.createDebugMessenger()
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51
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52 # create devices
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53 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics()
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54 var device = instance.createDevice(
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55 selectedPhysicalDevice,
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56 @[],
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57 @[],
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58 selectedPhysicalDevice.filterForGraphicsPresentationQueues()
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59 )
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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);")
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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)
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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)
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73 if res != VK_SUCCESS:
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74 raise newException(Exception, "Unable to create swapchain")
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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)
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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)
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82 echo "Rendered ", swapchain.framesRendered, " frames"
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83 echo "Start cleanup"
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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()
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91 swapchain.destroy()
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92 device.destroy()
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94 debugger.destroy()
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95 instance.destroy()