annotate tests/test_vulkan_wrapper.nim @ 103:1e2027dfc642

add: finally working initial approach for shader definitions
author Sam <sam@basx.dev>
date Mon, 20 Mar 2023 10:25:50 +0700
parents c782d7e52b25
children 9eeb9a44d158
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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
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7 type
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8 Vertex = object
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9 pos: Vec3
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10 FragmentInput = object
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11 fragpos: Vec3
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12 Uniforms = object
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13 time: float32
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14 Pixel = object
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15 color: Vec4
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18 when isMainModule:
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19 # print basic driver infos
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20 echo "Layers"
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21 for layer in getLayers():
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22 echo " " & layer
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23 echo "Instance extensions"
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24 for extension in getInstanceExtensions():
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25 echo " " & extension
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26
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27 # create instance
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28 var thewindow = createWindow("Test")
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29 var instance = thewindow.createInstance(
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30 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0),
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31 instanceExtensions= @["VK_EXT_debug_utils"],
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32 layers= @["VK_LAYER_KHRONOS_validation"]
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33 )
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34 var debugger = instance.createDebugMessenger()
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35
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36 # diagnostic output
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37 echo "Devices"
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38 for device in instance.getPhysicalDevices():
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39 echo " " & $device
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40 echo " Rating: " & $device.rateGraphics()
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41 echo " Extensions"
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42 for extension in device.getExtensions():
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43 echo " " & $extension
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44 echo " Properties"
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45 echo " " & $device.getProperties()
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46 echo " Features"
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47 echo " " & $device.getFeatures()
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48 echo " Queue families"
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49 for queueFamily in device.getQueueFamilies():
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50 echo " " & $queueFamily
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51 echo " Surface present modes"
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52 for mode in device.getSurfacePresentModes():
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53 echo " " & $mode
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54 echo " Surface formats"
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55 for format in device.getSurfaceFormats():
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56 echo " " & $format
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57
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58 # create devices
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59 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics()
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60 var device = instance.createDevice(
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61 selectedPhysicalDevice,
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62 @[],
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63 @[],
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64 selectedPhysicalDevice.filterForGraphicsPresentationQueues()
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65 )
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67 # setup render pipeline
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68 var (swapchain, res) = device.createSwapchain(device.physicalDevice.getSurfaceFormats().filterSurfaceFormat())
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69 if res != VK_SUCCESS:
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70 raise newException(Exception, "Unable to create swapchain")
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71 var renderpass = device.simpleForwardRenderPass(swapchain.format)
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72 var framebuffers: seq[Framebuffer]
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73 for imageview in swapchain.imageviews:
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74 framebuffers.add device.createFramebuffer(renderpass, [imageview], swapchain.dimension)
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76 # todo: could be create inside "device", but it would be nice to have nim v2 with support for circular dependencies first
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77 var
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78 commandPool = device.createCommandPool(family=device.firstGraphicsQueue().get().family, nBuffers=1)
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79 imageAvailable = device.createSemaphore()
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80 renderFinished = device.createSemaphore()
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81 inflight = device.createFence()
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83 const vertexBinary = shaderCode[Vertex, Uniforms, FragmentInput](shadertype=VK_SHADER_STAGE_VERTEX_BIT, version=450, entrypoint="main", "fragpos = pos;")
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84 const fragmentBinary = shaderCode[FragmentInput, void, Pixel](shadertype=VK_SHADER_STAGE_FRAGMENT_BIT, version=450, entrypoint="main", "color = vec4(1, 1, 1, 0);")
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85 var vertexshader = createShader[Vertex, Uniforms, FragmentInput](device, "main", vertexBinary)
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86 var fragmentshader = createShader[FragmentInput, void, Pixel](device, "main", fragmentBinary)
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88 var pipeline = renderpass.createPipeline(vertexshader, fragmentshader)
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90 echo "All successfull"
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91 echo "Start cleanup"
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93 # cleanup
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94 #pipeline.destroy()
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95 #vertexshader.destroy()
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96 #fragmentshader.destroy()
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97 vertexshader.destroy()
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98 fragmentshader.destroy()
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99 inflight.destroy()
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100 imageAvailable.destroy()
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101 renderFinished.destroy()
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102 commandPool.destroy()
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103 for fb in framebuffers.mitems:
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104 fb.destroy()
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105 renderpass.destroy()
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106 swapchain.destroy()
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107 device.destroy()
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109 debugger.destroy()
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110 instance.destroy()