Mercurial > games > semicongine
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 |
| 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 |
| 93 | 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 |
| 102 | 12 Uniforms = object |
| 13 time: float32 | |
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14 Pixel = object |
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15 color: Vec4 |
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16 |
| 93 | 17 |
| 18 when isMainModule: | |
| 19 # print basic driver infos | |
| 20 echo "Layers" | |
| 21 for layer in getLayers(): | |
| 22 echo " " & layer | |
| 23 echo "Instance extensions" | |
| 24 for extension in getInstanceExtensions(): | |
| 25 echo " " & extension | |
| 26 | |
| 27 # create instance | |
| 96 | 28 var thewindow = createWindow("Test") |
| 29 var instance = thewindow.createInstance( | |
| 93 | 30 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), |
| 94 | 31 instanceExtensions= @["VK_EXT_debug_utils"], |
| 32 layers= @["VK_LAYER_KHRONOS_validation"] | |
| 93 | 33 ) |
| 34 var debugger = instance.createDebugMessenger() | |
| 94 | 35 |
| 36 # diagnostic output | |
| 93 | 37 echo "Devices" |
| 38 for device in instance.getPhysicalDevices(): | |
| 39 echo " " & $device | |
| 96 | 40 echo " Rating: " & $device.rateGraphics() |
| 93 | 41 echo " Extensions" |
| 42 for extension in device.getExtensions(): | |
| 43 echo " " & $extension | |
| 96 | 44 echo " Properties" |
| 45 echo " " & $device.getProperties() | |
| 46 echo " Features" | |
| 47 echo " " & $device.getFeatures() | |
| 93 | 48 echo " Queue families" |
| 49 for queueFamily in device.getQueueFamilies(): | |
| 50 echo " " & $queueFamily | |
| 94 | 51 echo " Surface present modes" |
| 96 | 52 for mode in device.getSurfacePresentModes(): |
| 94 | 53 echo " " & $mode |
| 54 echo " Surface formats" | |
| 96 | 55 for format in device.getSurfaceFormats(): |
| 94 | 56 echo " " & $format |
| 93 | 57 |
| 58 # create devices | |
| 96 | 59 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() |
| 60 var device = instance.createDevice( | |
| 61 selectedPhysicalDevice, | |
| 62 @[], | |
| 63 @[], | |
| 64 selectedPhysicalDevice.filterForGraphicsPresentationQueues() | |
| 65 ) | |
| 66 | |
| 98 | 67 # setup render pipeline |
| 96 | 68 var (swapchain, res) = device.createSwapchain(device.physicalDevice.getSurfaceFormats().filterSurfaceFormat()) |
| 69 if res != VK_SUCCESS: | |
| 70 raise newException(Exception, "Unable to create swapchain") | |
| 98 | 71 var renderpass = device.simpleForwardRenderPass(swapchain.format) |
| 72 var framebuffers: seq[Framebuffer] | |
| 73 for imageview in swapchain.imageviews: | |
| 74 framebuffers.add device.createFramebuffer(renderpass, [imageview], swapchain.dimension) | |
| 75 | |
| 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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82 |
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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) |
| 102 | 87 |
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88 var pipeline = renderpass.createPipeline(vertexshader, fragmentshader) |
| 96 | 89 |
| 90 echo "All successfull" | |
| 91 echo "Start cleanup" | |
| 93 | 92 |
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93 # cleanup |
| 102 | 94 #pipeline.destroy() |
| 95 #vertexshader.destroy() | |
| 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() |
| 98 | 102 commandPool.destroy() |
| 103 for fb in framebuffers.mitems: | |
| 104 fb.destroy() | |
| 105 renderpass.destroy() | |
| 96 | 106 swapchain.destroy() |
| 107 device.destroy() | |
| 93 | 108 |
| 109 debugger.destroy() | |
| 110 instance.destroy() |
