Mercurial > games > semicongine
annotate tests/test_rendering.nim @ 1310:3f79b3efca95
fix: timing not working
author | sam <sam@basx.dev> |
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date | Fri, 09 Aug 2024 07:18:24 +0700 |
parents | 6d0162bfe48a |
children | 4a1c2b1128bc |
rev | line source |
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1 import std/os |
1231 | 2 import std/sequtils |
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3 import std/math |
1232 | 4 import std/monotimes |
5 import std/times | |
1203 | 6 import std/options |
1204 | 7 import std/random |
8 | |
1267 | 9 import ../semicongine |
1203 | 10 |
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11 proc test_01_triangle(time: float32) = |
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12 var renderdata = initRenderData() |
1203 | 13 |
14 type | |
1252 | 15 PushConstant = object |
16 scale: float32 | |
1242 | 17 Shader = object |
1203 | 18 position {.VertexAttribute.}: Vec3f |
19 color {.VertexAttribute.}: Vec3f | |
1252 | 20 pushConstant {.PushConstantAttribute.}: PushConstant |
1203 | 21 fragmentColor {.Pass.}: Vec3f |
22 outColor {.ShaderOutput.}: Vec4f | |
23 # code | |
24 vertexCode: string = """void main() { | |
25 fragmentColor = color; | |
1252 | 26 gl_Position = vec4(position * pushConstant.scale, 1);}""" |
1203 | 27 fragmentCode: string = """void main() { |
28 outColor = vec4(fragmentColor, 1);}""" | |
29 TriangleMesh = object | |
30 position: GPUArray[Vec3f, VertexBuffer] | |
31 color: GPUArray[Vec3f, VertexBuffer] | |
32 var mesh = TriangleMesh( | |
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33 position: asGPUArray([vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer), |
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34 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
1203 | 35 ) |
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36 assignBuffers(renderdata, mesh) |
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37 renderdata.flushAllMemory() |
1203 | 38 |
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39 var pipeline = createPipeline[Shader](renderPass = vulkan.swapchain.renderPass) |
1203 | 40 |
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41 var start = getMonoTime() |
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42 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
1242 | 43 |
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44 withNextFrame(framebuffer, commandbuffer): |
1242 | 45 |
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46 withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): |
1242 | 47 |
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48 withPipeline(commandbuffer, pipeline): |
1242 | 49 |
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50 renderWithPushConstant(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh, pushConstant = PushConstant(scale: 0.3 + ((getMonoTime() - start).inMilliseconds().int / 1000))) |
1203 | 51 |
52 # cleanup | |
1204 | 53 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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54 destroyPipeline(pipeline) |
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55 destroyRenderData(renderdata) |
1203 | 56 |
57 | |
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58 proc test_02_triangle_quad_instanced(time: float32) = |
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59 var renderdata = initRenderData() |
1204 | 60 |
61 type | |
62 SomeShader = object | |
63 position {.VertexAttribute.}: Vec3f | |
64 color {.VertexAttribute.}: Vec3f | |
65 pos {.InstanceAttribute.}: Vec3f | |
66 scale {.InstanceAttribute.}: float32 | |
67 fragmentColor {.Pass.}: Vec3f | |
68 outColor {.ShaderOutput.}: Vec4f | |
69 # code | |
70 vertexCode: string = """void main() { | |
71 fragmentColor = color; | |
72 gl_Position = vec4((position * scale) + pos, 1);}""" | |
73 fragmentCode: string = """void main() { | |
74 outColor = vec4(fragmentColor, 1);}""" | |
75 TriangleMesh = object | |
76 position: GPUArray[Vec3f, VertexBuffer] | |
77 color: GPUArray[Vec3f, VertexBuffer] | |
78 QuadMesh = object | |
79 position: GPUArray[Vec3f, VertexBuffer] | |
80 color: GPUArray[Vec3f, VertexBuffer] | |
81 indices: GPUArray[uint16, IndexBuffer] | |
82 Instances = object | |
83 pos: GPUArray[Vec3f, VertexBuffer] | |
84 scale: GPUArray[float32, VertexBuffer] | |
85 var tri = TriangleMesh( | |
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86 position: asGPUArray([vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer), |
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87 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
1204 | 88 ) |
89 var quad = QuadMesh( | |
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90 position: asGPUArray([vec3(-0.3, -0.3, 0), vec3(-0.3, 0.3, 0), vec3(0.3, 0.3, 0), vec3(0.3, -0.3, 0)], VertexBuffer), |
1204 | 91 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
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92 color: asGPUArray([vec3(1, 1, 1), vec3(1, 1, 1), vec3(1, 1, 1), vec3(1, 1, 1)], VertexBuffer), |
1204 | 93 ) |
94 | |
95 var instancesA: Instances | |
96 for n in 1..100: | |
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97 instancesA.pos.data.add vec3(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32), 0) |
1204 | 98 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32) |
99 var instancesB: Instances | |
100 for n in 1..100: | |
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101 instancesB.pos.data.add vec3(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32), 0) |
1204 | 102 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32) |
103 | |
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104 assignBuffers(renderdata, tri) |
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105 assignBuffers(renderdata, quad) |
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106 assignBuffers(renderdata, instancesA) |
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107 assignBuffers(renderdata, instancesB) |
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108 renderdata.flushAllMemory() |
1204 | 109 |
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110 var pipeline = createPipeline[SomeShader](renderPass = vulkan.swapchain.renderPass) |
1204 | 111 |
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112 var start = getMonoTime() |
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113 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
1242 | 114 |
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115 withNextFrame(framebuffer, commandbuffer): |
1242 | 116 |
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117 withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): |
1242 | 118 |
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119 withPipeline(commandbuffer, pipeline): |
1242 | 120 |
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121 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesA) |
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122 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesB) |
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123 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesA) |
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124 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesB) |
1204 | 125 |
126 # cleanup | |
127 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
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128 destroyPipeline(pipeline) |
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129 destroyRenderData(renderdata) |
1204 | 130 |
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131 proc test_03_simple_descriptorset(time: float32) = |
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132 var renderdata = initRenderData() |
1210 | 133 |
134 type | |
135 Material = object | |
136 baseColor: Vec3f | |
137 | |
138 Uniforms = object | |
139 material: GPUValue[Material, UniformBuffer] | |
1252 | 140 texture1: Image[BGRA] |
1210 | 141 |
142 QuadShader = object | |
143 position {.VertexAttribute.}: Vec3f | |
144 fragmentColor {.Pass.}: Vec3f | |
145 uv {.Pass.}: Vec2f | |
146 outColor {.ShaderOutput.}: Vec4f | |
147 descriptorSets {.DescriptorSets.}: (Uniforms, ) | |
148 # code | |
149 vertexCode: string = """void main() { | |
150 fragmentColor = material.baseColor; | |
151 gl_Position = vec4(position, 1); | |
152 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5; | |
153 uv = position.xy + 0.5; | |
154 }""" | |
155 fragmentCode: string = """void main() { | |
156 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}""" | |
157 QuadMesh = object | |
158 position: GPUArray[Vec3f, VertexBuffer] | |
159 indices: GPUArray[uint16, IndexBuffer] | |
160 | |
1252 | 161 let R = BGRA([255'u8, 0'u8, 0'u8, 255'u8]) |
162 let G = BGRA([0'u8, 255'u8, 0'u8, 255'u8]) | |
163 let B = BGRA([0'u8, 0'u8, 255'u8, 255'u8]) | |
164 let W = BGRA([255'u8, 255'u8, 255'u8, 255'u8]) | |
1210 | 165 var |
166 quad = QuadMesh( | |
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167 position: asGPUArray([vec3(-0.5, -0.5, 0), vec3(-0.5, 0.5, 0), vec3(0.5, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer), |
1210 | 168 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
169 ) | |
170 uniforms1 = asDescriptorSet( | |
171 Uniforms( | |
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172 material: asGPUValue(Material(baseColor: vec3(1, 1, 1)), UniformBuffer), |
1252 | 173 texture1: Image[BGRA](width: 3, height: 3, data: @[R, G, B, G, B, R, B, R, G], minInterpolation: VK_FILTER_NEAREST, magInterpolation: VK_FILTER_NEAREST), |
1210 | 174 ) |
175 ) | |
176 uniforms2 = asDescriptorSet( | |
177 Uniforms( | |
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178 material: asGPUValue(Material(baseColor: vec3(0.5, 0.5, 0.5)), UniformBuffer), |
1252 | 179 texture1: Image[BGRA](width: 2, height: 2, data: @[R, G, B, W]), |
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180 ) |
1210 | 181 ) |
182 | |
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183 assignBuffers(renderdata, quad) |
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184 assignBuffers(renderdata, uniforms1) |
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185 assignBuffers(renderdata, uniforms2) |
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186 uploadImages(renderdata, uniforms1) |
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187 uploadImages(renderdata, uniforms2) |
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188 renderdata.flushAllMemory() |
1210 | 189 |
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190 var pipeline = createPipeline[QuadShader](renderPass = vulkan.swapchain.renderPass) |
1210 | 191 |
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192 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) |
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193 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2) |
1210 | 194 |
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195 var start = getMonoTime() |
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196 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
1242 | 197 |
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198 withNextFrame(framebuffer, commandbuffer): |
1242 | 199 |
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200 withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): |
1242 | 201 |
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202 withPipeline(commandbuffer, pipeline): |
1242 | 203 |
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204 withBind(commandbuffer, (uniforms1, ), pipeline): |
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205 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1242 | 206 |
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207 withBind(commandbuffer, (uniforms2, ), pipeline): |
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208 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1210 | 209 |
210 # cleanup | |
211 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
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212 destroyPipeline(pipeline) |
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213 destroyRenderData(renderdata) |
1210 | 214 |
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215 proc test_04_multiple_descriptorsets(time: float32) = |
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216 var renderdata = initRenderData() |
1203 | 217 |
1204 | 218 type |
219 RenderSettings = object | |
1209 | 220 brigthness: float32 |
1210 | 221 Material = object |
222 baseColor: Vec3f | |
1209 | 223 ObjectSettings = object |
1210 | 224 scale: float32 |
225 materialIndex: uint32 | |
226 Constants = object | |
227 offset: Vec2f | |
228 | |
229 ConstSet = object | |
230 constants: GPUValue[Constants, UniformBuffer] | |
1209 | 231 MainSet = object |
232 renderSettings: GPUValue[RenderSettings, UniformBufferMapped] | |
1210 | 233 material: array[2, GPUValue[Material, UniformBuffer]] |
1242 | 234 texture1: array[2, Image[Gray]] |
1209 | 235 OtherSet = object |
1210 | 236 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped] |
1209 | 237 |
1204 | 238 QuadShader = object |
239 position {.VertexAttribute.}: Vec3f | |
240 fragmentColor {.Pass.}: Vec3f | |
1210 | 241 uv {.Pass.}: Vec2f |
1204 | 242 outColor {.ShaderOutput.}: Vec4f |
1210 | 243 descriptorSets {.DescriptorSets.}: (ConstSet, MainSet, OtherSet) |
1204 | 244 # code |
245 vertexCode: string = """void main() { | |
1210 | 246 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness; |
247 gl_Position = vec4(position * objectSettings.scale, 1); | |
248 gl_Position.xy += constants.offset.xy; | |
249 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5; | |
250 uv = position.xy + 0.5; | |
251 }""" | |
1204 | 252 fragmentCode: string = """void main() { |
1210 | 253 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1); |
254 }""" | |
1204 | 255 QuadMesh = object |
256 position: GPUArray[Vec3f, VertexBuffer] | |
257 indices: GPUArray[uint16, IndexBuffer] | |
1203 | 258 |
1204 | 259 var quad = QuadMesh( |
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260 position: asGPUArray([vec3(-0.5, -0.5), vec3(-0.5, 0.5), vec3(0.5, 0.5), vec3(0.5, -0.5)], VertexBuffer), |
1204 | 261 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
1209 | 262 ) |
1210 | 263 var constset = asDescriptorSet( |
264 ConstSet( | |
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265 constants: asGPUValue(Constants(offset: vec2(-0.3, 0.2)), UniformBuffer), |
1210 | 266 ) |
267 ) | |
1242 | 268 let G = Gray([50'u8]) |
269 let W = Gray([255'u8]) | |
1210 | 270 var mainset = asDescriptorSet( |
1209 | 271 MainSet( |
272 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped), | |
1210 | 273 material: [ |
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274 asGPUValue(Material(baseColor: vec3(1, 1, 0)), UniformBuffer), |
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275 asGPUValue(Material(baseColor: vec3(1, 0, 1)), UniformBuffer), |
1210 | 276 ], |
277 texture1: [ | |
1252 | 278 Image[Gray](width: 2, height: 2, data: @[W, G, G, W], minInterpolation: VK_FILTER_NEAREST, magInterpolation: VK_FILTER_NEAREST), |
279 Image[Gray](width: 3, height: 3, data: @[W, G, W, G, W, G, W, G, W], minInterpolation: VK_FILTER_NEAREST, magInterpolation: VK_FILTER_NEAREST), | |
1210 | 280 ], |
281 ), | |
282 ) | |
283 var otherset1 = asDescriptorSet( | |
284 OtherSet( | |
285 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped), | |
1209 | 286 ) |
1204 | 287 ) |
1210 | 288 var otherset2 = asDescriptorSet( |
1209 | 289 OtherSet( |
1210 | 290 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped), |
1209 | 291 ) |
1204 | 292 ) |
1209 | 293 |
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294 assignBuffers(renderdata, quad) |
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295 assignBuffers(renderdata, constset) |
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296 assignBuffers(renderdata, mainset) |
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297 assignBuffers(renderdata, otherset1) |
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298 assignBuffers(renderdata, otherset2) |
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299 uploadImages(renderdata, mainset) |
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300 renderdata.flushAllMemory() |
1204 | 301 |
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302 var pipeline = createPipeline[QuadShader](renderPass = vulkan.swapchain.renderPass) |
1204 | 303 |
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304 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset) |
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305 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset) |
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306 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1) |
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307 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2) |
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308 |
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309 var start = getMonoTime() |
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310 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
1242 | 311 |
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312 withNextFrame(framebuffer, commandbuffer): |
1242 | 313 |
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314 withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): |
1242 | 315 |
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316 withPipeline(commandbuffer, pipeline): |
1242 | 317 |
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318 withBind(commandbuffer, (constset, mainset, otherset1), pipeline): |
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319 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1242 | 320 |
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321 withBind(commandbuffer, (constset, mainset, otherset2), pipeline): |
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322 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1242 | 323 |
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324 mainset.data.renderSettings.data.brigthness = ((getMonoTime() - start).inMilliseconds().int / 1000) / time |
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325 otherset1.data.objectSettings.data.scale = 0.5 + ((getMonoTime() - start).inMilliseconds().int / 1000) / time |
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326 updateGPUBuffer(mainset.data.renderSettings) |
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327 updateGPUBuffer(otherset1.data.objectSettings) |
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328 renderdata.flushAllMemory() |
1204 | 329 |
330 # cleanup | |
1203 | 331 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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332 destroyPipeline(pipeline) |
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333 destroyRenderData(renderdata) |
1204 | 334 |
1239
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335 proc test_05_cube(time: float32) = |
1231 | 336 type |
337 | |
338 UniformData = object | |
1232 | 339 mvp: Mat4 |
1231 | 340 Uniforms = object |
341 data: GPUValue[UniformData, UniformBufferMapped] | |
342 CubeShader = object | |
343 position {.VertexAttribute.}: Vec3f | |
344 color {.VertexAttribute.}: Vec4f | |
345 fragmentColor {.Pass.}: Vec4f | |
346 outColor {.ShaderOutput.}: Vec4f | |
347 descriptorSets {.DescriptorSets.}: (Uniforms, ) | |
348 # code | |
349 vertexCode = """void main() { | |
350 fragmentColor = color; | |
1232 | 351 gl_Position = vec4(position, 1) * data.mvp; |
1231 | 352 }""" |
353 fragmentCode = """void main() { | |
354 outColor = fragmentColor; | |
355 }""" | |
356 Mesh = object | |
357 position: GPUArray[Vec3f, VertexBuffer] | |
358 normals: GPUArray[Vec3f, VertexBuffer] | |
359 color: GPUArray[Vec4f, VertexBuffer] | |
360 | |
361 let quad = @[ | |
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362 vec3(-0.5, -0.5), vec3(-0.5, +0.5), vec3(+0.5, +0.5), |
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363 vec3(+0.5, +0.5), vec3(+0.5, -0.5), vec3(-0.5, -0.5), |
1231 | 364 ] |
1232 | 365 proc transf(data: seq[Vec3f], mat: Mat4): seq[Vec3f] = |
1231 | 366 for v in data: |
1232 | 367 result.add mat * v |
1231 | 368 |
369 var | |
370 vertices: seq[Vec3f] | |
371 colors: seq[Vec4f] | |
372 normals: seq[Vec3f] | |
373 | |
374 # front, red | |
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375 vertices.add quad.transf(translate(0, 0, -0.5)) |
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376 colors.add newSeqWith(6, vec4(1, 0, 0, 1)) |
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377 normals.add newSeqWith(6, vec3(0, 0, -1)) |
1231 | 378 |
379 # back, cyan | |
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380 vertices.add quad.transf(rotate(PI, Y) * translate(0, 0, -0.5)) |
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381 colors.add newSeqWith(6, vec4(0, 1, 1, 1)) |
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382 normals.add newSeqWith(6, vec3(0, 0, 1)) |
1231 | 383 |
384 # right, green | |
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385 vertices.add quad.transf(rotate(PI / 2, Y) * translate(0, 0, -0.5)) |
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386 colors.add newSeqWith(6, vec4(0, 1, 0, 1)) |
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387 normals.add newSeqWith(6, vec3(-1, 0, 0)) |
1231 | 388 |
389 # left, magenta | |
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390 vertices.add quad.transf(rotate(-PI / 2, Y) * translate(0, 0, -0.5)) |
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391 colors.add newSeqWith(6, vec4(1, 0, 1, 1)) |
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392 normals.add newSeqWith(6, vec3(1, 0, 0)) |
1231 | 393 |
394 # bottom, blue | |
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395 vertices.add quad.transf(rotate(PI / 2, X) * translate(0, 0, -0.5)) |
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396 colors.add newSeqWith(6, vec4(0, 0, 1, 1)) |
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397 normals.add newSeqWith(6, vec3(0, -1, 0)) |
1231 | 398 |
399 # top, yellow | |
1280
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400 vertices.add quad.transf(rotate(-PI / 2, X) * translate(0, 0, -0.5)) |
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401 colors.add newSeqWith(6, vec4(1, 1, 0, 1)) |
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402 normals.add newSeqWith(6, vec3(0, 1, 0)) |
1231 | 403 |
1283
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404 var renderdata = initRenderData() |
1231 | 405 |
406 var mesh = Mesh( | |
407 position: asGPUArray(vertices, VertexBuffer), | |
408 color: asGPUArray(colors, VertexBuffer), | |
409 normals: asGPUArray(normals, VertexBuffer), | |
410 ) | |
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411 assignBuffers(renderdata, mesh) |
1231 | 412 |
413 var floor = Mesh( | |
1280
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414 position: asGPUArray(quad.transf(scale(10, 10, 10) * rotate(-PI / 2, X) * translate(0, 0, 0.05)), VertexBuffer), |
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415 color: asGPUArray(newSeqWith(6, vec4(0.1, 0.1, 0.1, 1)), VertexBuffer), |
1231 | 416 normals: asGPUArray(newSeqWith(6, Y), VertexBuffer), |
417 ) | |
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418 assignBuffers(renderdata, floor) |
1231 | 419 |
420 var uniforms1 = asDescriptorSet( | |
421 Uniforms( | |
1232 | 422 data: asGPUValue(UniformData(mvp: Unit4), UniformBufferMapped) |
1231 | 423 ) |
424 ) | |
1283
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425 assignBuffers(renderdata, uniforms1) |
1231 | 426 |
1283
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427 renderdata.flushAllMemory() |
1231 | 428 |
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429 var pipeline = createPipeline[CubeShader](renderPass = vulkan.swapchain.renderPass) |
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430 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) |
1231 | 431 |
1232 | 432 var tStart = getMonoTime() |
433 var t = tStart | |
1231 | 434 |
1235
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435 var start = getMonoTime() |
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436 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
1233
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437 let tStartLoop = getMonoTime() - tStart |
1232 | 438 |
439 uniforms1.data.data.data.mvp = ( | |
1283
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440 projection(-PI / 2, getAspectRatio(), 0.01, 100) * |
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441 translate(0, 0, 2) * |
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442 rotate(PI / 4, X) * |
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443 rotate(PI * 0.1 * (tStartLoop.inMicroseconds() / 1_000_000), Y) |
1232 | 444 ) |
1283
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445 updateGPUBuffer(uniforms1.data.data, flush = true) |
1242 | 446 |
1283
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447 withNextFrame(framebuffer, commandbuffer): |
1242 | 448 |
1283
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449 withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): |
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450 withPipeline(commandbuffer, pipeline): |
1242 | 451 |
1283
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452 withBind(commandbuffer, (uniforms1, ), pipeline): |
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453 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) |
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454 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = floor) |
1233
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455 |
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456 let tEndLoop = getMonoTime() - tStart |
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457 let looptime = tEndLoop - tStartLoop |
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458 let waitTime = 16_666 - looptime.inMicroseconds |
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459 if waitTime > 0: |
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460 sleep((waitTime / 1000).int) |
1231 | 461 |
462 # cleanup | |
463 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
1283
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464 destroyPipeline(pipeline) |
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465 destroyRenderData(renderdata) |
1231 | 466 |
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467 proc test_06_different_draw_modes(time: float32) = |
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468 var renderdata = initRenderData() |
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469 |
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470 type |
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471 Shader = object |
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472 position {.VertexAttribute.}: Vec3f |
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473 color {.VertexAttribute.}: Vec3f |
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474 fragmentColor {.Pass.}: Vec3f |
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475 outColor {.ShaderOutput.}: Vec4f |
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476 # code |
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477 vertexCode: string = """void main() { |
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478 gl_PointSize = 100; |
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479 fragmentColor = color; |
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480 gl_Position = vec4(position, 1);}""" |
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481 fragmentCode: string = """void main() { |
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482 outColor = vec4(fragmentColor, 1);}""" |
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483 TriangleMesh = object |
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484 position: GPUArray[Vec3f, VertexBuffer] |
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485 color: GPUArray[Vec3f, VertexBuffer] |
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486 var triangle = TriangleMesh( |
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487 position: asGPUArray([vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer), |
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488 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
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489 ) |
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490 var lines = TriangleMesh( |
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491 position: asGPUArray([vec3(-0.9, 0, 0), vec3(-0.05, -0.9, 0), vec3(0.05, -0.9, 0), vec3(0.9, 0, 0)], VertexBuffer), |
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492 color: asGPUArray([vec3(1, 1, 0), vec3(1, 1, 0), vec3(0, 1, 0), vec3(0, 1, 0)], VertexBuffer), |
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493 ) |
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494 assignBuffers(renderdata, triangle) |
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495 assignBuffers(renderdata, lines) |
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496 renderdata.flushAllMemory() |
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497 |
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498 var pipeline1 = createPipeline[Shader](renderPass = vulkan.swapchain.renderPass, polygonMode = VK_POLYGON_MODE_LINE, lineWidth = 20'f32) |
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499 var pipeline2 = createPipeline[Shader](renderPass = vulkan.swapchain.renderPass, polygonMode = VK_POLYGON_MODE_POINT) |
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500 var pipeline3 = createPipeline[Shader](renderPass = vulkan.swapchain.renderPass, topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST, lineWidth = 5) |
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501 var pipeline4 = createPipeline[Shader](renderPass = vulkan.swapchain.renderPass, topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST) |
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502 |
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503 var start = getMonoTime() |
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504 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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505 withNextFrame(framebuffer, commandbuffer): |
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506 withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): |
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507 withPipeline(commandbuffer, pipeline1): |
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508 render(commandbuffer = commandbuffer, pipeline = pipeline1, mesh = triangle) |
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509 withPipeline(commandbuffer, pipeline2): |
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510 render(commandbuffer = commandbuffer, pipeline = pipeline2, mesh = triangle) |
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511 withPipeline(commandbuffer, pipeline3): |
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512 render(commandbuffer = commandbuffer, pipeline = pipeline3, mesh = lines) |
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513 withPipeline(commandbuffer, pipeline4): |
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514 render(commandbuffer = commandbuffer, pipeline = pipeline4, mesh = lines) |
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515 |
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516 # cleanup |
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517 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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518 destroyPipeline(pipeline1) |
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519 destroyPipeline(pipeline2) |
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520 destroyPipeline(pipeline3) |
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521 destroyPipeline(pipeline4) |
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522 destroyRenderData(renderdata) |
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523 |
1242 | 524 proc test_07_png_texture(time: float32) = |
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525 var renderdata = initRenderData() |
1242 | 526 |
527 type | |
528 Uniforms = object | |
1252 | 529 texture1: Image[BGRA] |
1242 | 530 Shader = object |
531 position {.VertexAttribute.}: Vec3f | |
532 uv {.VertexAttribute.}: Vec2f | |
533 fragmentUv {.Pass.}: Vec2f | |
534 outColor {.ShaderOutput.}: Vec4f | |
535 descriptorSets {.DescriptorSets.}: (Uniforms, ) | |
536 # code | |
537 vertexCode: string = """ | |
538 void main() { | |
539 fragmentUv = uv; | |
540 gl_Position = vec4(position, 1); | |
541 }""" | |
542 fragmentCode: string = """ | |
543 void main() { | |
544 outColor = texture(texture1, fragmentUv); | |
545 }""" | |
546 Quad = object | |
547 position: GPUArray[Vec3f, VertexBuffer] | |
548 uv: GPUArray[Vec2f, VertexBuffer] | |
549 var mesh = Quad( | |
550 position: asGPUArray([ | |
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551 vec3(-0.8, -0.5), vec3(-0.8, 0.5), vec3(0.8, 0.5), |
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552 vec3(0.8, 0.5), vec3(0.8, -0.5), vec3(-0.8, -0.5), |
1242 | 553 ], VertexBuffer), |
554 uv: asGPUArray([ | |
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555 vec2(0, 1), vec2(0, 0), vec2(1, 0), |
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556 vec2(1, 0), vec2(1, 1), vec2(0, 1), |
1242 | 557 ], VertexBuffer), |
558 ) | |
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559 assignBuffers(renderdata, mesh) |
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560 renderdata.flushAllMemory() |
1242 | 561 |
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562 var pipeline = createPipeline[Shader](renderPass = vulkan.swapchain.renderPass) |
1242 | 563 var uniforms1 = asDescriptorSet( |
564 Uniforms( | |
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565 texture1: loadImage[BGRA]("art.png"), |
1242 | 566 ) |
567 ) | |
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568 uploadImages(renderdata, uniforms1) |
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569 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) |
1242 | 570 |
571 var start = getMonoTime() | |
572 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: | |
573 | |
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574 withNextFrame(framebuffer, commandbuffer): |
1242 | 575 |
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576 withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): |
1242 | 577 |
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578 withPipeline(commandbuffer, pipeline): |
1242 | 579 |
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580 withBind(commandbuffer, (uniforms1, ), pipeline): |
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581 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) |
1242 | 582 |
583 # cleanup | |
584 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
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585 destroyPipeline(pipeline) |
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586 destroyRenderData(renderdata) |
1242 | 587 |
588 proc test_08_triangle_2pass(time: float32, depthBuffer: bool, samples: VkSampleCountFlagBits) = | |
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589 var (offscreenRP, presentRP) = createIndirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples) |
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590 |
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591 setupSwapchain(renderpass = presentRP) |
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592 |
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593 var renderdata = initRenderData() |
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594 |
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595 type |
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596 Uniforms = object |
1252 | 597 frameTexture: Image[BGRA] |
1214
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598 TriangleShader = object |
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599 position {.VertexAttribute.}: Vec3f |
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600 color {.VertexAttribute.}: Vec3f |
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601 fragmentColor {.Pass.}: Vec3f |
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602 outColor {.ShaderOutput.}: Vec4f |
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603 # code |
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604 vertexCode: string = """void main() { |
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605 fragmentColor = color; |
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606 gl_Position = vec4(position, 1);}""" |
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607 fragmentCode: string = """void main() { |
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608 outColor = vec4(fragmentColor, 1);}""" |
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609 PresentShader = object |
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610 position {.VertexAttribute.}: Vec2f |
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611 uv {.Pass.}: Vec2f |
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612 outColor {.ShaderOutput.}: Vec4f |
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613 descriptorSets {.DescriptorSets.}: (Uniforms, ) |
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614 # code |
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615 vertexCode: string = """void main() { |
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616 uv = ((position + 1) * 0.5) * vec2(1, -1); |
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617 gl_Position = vec4(position, 0, 1);}""" |
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618 fragmentCode: string = """void main() { |
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changeset
|
619 vec2 uv1 = uv + vec2(0.001, 0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
620 vec2 uv2 = uv + vec2(0.001, -0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
621 vec2 uv3 = uv + vec2(-0.001, 0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
622 vec2 uv4 = uv + vec2(-0.001, -0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
623 outColor = ( |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
624 texture(frameTexture, uv1) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
625 texture(frameTexture, uv2) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
626 texture(frameTexture, uv3) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
627 texture(frameTexture, uv4) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
628 ) / 4; |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
629 }""" |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
630 TriangleMesh = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
631 position: GPUArray[Vec3f, VertexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
632 color: GPUArray[Vec3f, VertexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
633 QuadMesh = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
634 position: GPUArray[Vec2f, VertexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
635 indices: GPUArray[uint16, IndexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
636 var mesh = TriangleMesh( |
1280
a89a70ea3da2
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1277
diff
changeset
|
637 position: asGPUArray([vec3(-0.5, -0.5), vec3(0, 0.5), vec3(0.5, -0.5)], VertexBuffer), |
a89a70ea3da2
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1277
diff
changeset
|
638 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
639 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
640 var quad = QuadMesh( |
1280
a89a70ea3da2
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1277
diff
changeset
|
641 position: asGPUArray([vec2(-1, -1), vec2(-1, 1), vec2(1, 1), vec2(1, -1)], VertexBuffer), |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
642 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
643 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
644 var uniforms1 = asDescriptorSet( |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
645 Uniforms( |
1252 | 646 frameTexture: Image[BGRA](width: vulkan.swapchain.width, height: vulkan.swapchain.height, isRenderTarget: true), |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
647 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
648 ) |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
649 assignBuffers(renderdata, mesh) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
650 assignBuffers(renderdata, quad) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
651 uploadImages(renderdata, uniforms1) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
652 renderdata.flushAllMemory() |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
653 |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
654 var |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
655 drawPipeline = createPipeline[TriangleShader](renderPass = offscreenRP) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
656 presentPipeline = createPipeline[PresentShader](renderPass = presentRP) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
657 |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
658 initDescriptorSet(renderdata, presentPipeline.descriptorSetLayouts[0], uniforms1) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
659 |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
660 # create depth buffer images (will not use the one in the swapchain |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
661 var |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
662 depthImage: VkImage |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
663 depthImageView: VkImageView |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
664 depthMemory: VkDeviceMemory |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
665 if offscreenRP.depthBuffer: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
666 depthImage = svkCreate2DImage( |
1239
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
667 width = vulkan.swapchain.width, |
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
668 height = vulkan.swapchain.height, |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
669 format = DEPTH_FORMAT, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
670 usage = [VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT], |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
671 samples = offscreenRP.samples, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
672 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
673 let requirements = svkGetImageMemoryRequirements(depthImage) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
674 depthMemory = svkAllocateMemory( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
675 requirements.size, |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
676 bestMemory(mappable = false, filter = requirements.memoryTypes) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
677 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
678 checkVkResult vkBindImageMemory( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
679 vulkan.device, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
680 depthImage, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
681 depthMemory, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
682 0, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
683 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
684 depthImageView = svkCreate2DImageView( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
685 image = depthImage, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
686 format = DEPTH_FORMAT, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
687 aspect = VK_IMAGE_ASPECT_DEPTH_BIT |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
688 ) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
689 |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
690 # create msaa images (will not use the one in the swapchain |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
691 var |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
692 msaaImage: VkImage |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
693 msaaImageView: VkImageView |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
694 msaaMemory: VkDeviceMemory |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
695 if offscreenRP.samples != VK_SAMPLE_COUNT_1_BIT: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
696 msaaImage = svkCreate2DImage( |
1239
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
697 width = vulkan.swapchain.width, |
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
698 height = vulkan.swapchain.height, |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
699 format = SURFACE_FORMAT, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
700 usage = [VK_IMAGE_USAGE_SAMPLED_BIT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT], |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
701 samples = offscreenRP.samples, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
702 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
703 let requirements = svkGetImageMemoryRequirements(msaaImage) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
704 msaaMemory = svkAllocateMemory( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
705 requirements.size, |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
706 bestMemory(mappable = false, filter = requirements.memoryTypes) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
707 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
708 checkVkResult vkBindImageMemory( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
709 vulkan.device, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
710 msaaImage, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
711 msaaMemory, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
712 0, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
713 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
714 msaaImageView = svkCreate2DImageView(image = msaaImage, format = SURFACE_FORMAT) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
715 |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
716 var attachments: seq[VkImageView] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
717 if offscreenRP.samples == VK_SAMPLE_COUNT_1_BIT: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
718 if offscreenRP.depthBuffer: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
719 attachments = @[uniforms1.data.frameTexture.imageview, depthImageView] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
720 else: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
721 attachments = @[uniforms1.data.frameTexture.imageview] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
722 else: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
723 if offscreenRP.depthBuffer: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
724 attachments = @[msaaImageView, depthImageView, uniforms1.data.frameTexture.imageview] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
725 else: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
726 attachments = @[msaaImageView, uniforms1.data.frameTexture.imageview] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
727 var offscreenFB = svkCreateFramebuffer( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
728 offscreenRP.vk, |
1239
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
729 vulkan.swapchain.width, |
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
730 vulkan.swapchain.height, |
1229
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731 attachments |
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732 ) |
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733 |
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734 var start = getMonoTime() |
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735 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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736 |
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737 withNextFrame(framebuffer, commandbuffer): |
1242 | 738 |
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739 withRenderPass(offscreenRP, offscreenFB, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): |
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740 withPipeline(commandbuffer, drawPipeline): |
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741 render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh) |
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742 |
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743 withRenderPass(presentRP, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): |
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744 |
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745 withPipeline(commandbuffer, presentPipeline): |
1242 | 746 |
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747 withBind(commandbuffer, (uniforms1, ), presentPipeline): |
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748 render(commandbuffer = commandbuffer, pipeline = presentPipeline, mesh = quad) |
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749 |
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750 # cleanup |
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751 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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752 destroyPipeline(presentPipeline) |
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753 destroyPipeline(drawPipeline) |
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754 destroyRenderData(renderdata) |
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755 if depthImage.Valid: |
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756 vkDestroyImageView(vulkan.device, depthImageView, nil) |
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757 vkDestroyImage(vulkan.device, depthImage, nil) |
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758 vkFreeMemory(vulkan.device, depthMemory, nil) |
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759 if msaaImage.Valid: |
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760 vkDestroyImageView(vulkan.device, msaaImageView, nil) |
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761 vkDestroyImage(vulkan.device, msaaImage, nil) |
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762 vkFreeMemory(vulkan.device, msaaMemory, nil) |
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763 destroyRenderPass(offscreenRP) |
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764 destroyRenderPass(presentRP) |
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765 vkDestroyFramebuffer(vulkan.device, offscreenFB, nil) |
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766 clearSwapchain() |
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767 |
1204 | 768 when isMainModule: |
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769 var time = 1'f32 |
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770 initVulkan() |
1204 | 771 |
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772 var mainRenderpass: RenderPass |
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773 var renderPasses = [ |
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774 (depthBuffer: false, samples: VK_SAMPLE_COUNT_1_BIT), |
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775 (depthBuffer: false, samples: VK_SAMPLE_COUNT_4_BIT), |
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776 (depthBuffer: true, samples: VK_SAMPLE_COUNT_1_BIT), |
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777 (depthBuffer: true, samples: VK_SAMPLE_COUNT_4_BIT), |
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778 ] |
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779 |
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780 |
1204 | 781 # test normal |
1230 | 782 for i, (depthBuffer, samples) in renderPasses: |
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783 var renderpass = createDirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples) |
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784 setupSwapchain(renderpass = renderpass) |
1204 | 785 |
1230 | 786 # tests a simple triangle with minimalistic shader and vertex format |
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787 test_01_triangle(time) |
1230 | 788 |
789 # tests instanced triangles and quads, mixing meshes and instances | |
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790 test_02_triangle_quad_instanced(time) |
1210 | 791 |
1230 | 792 # teste descriptor sets |
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793 test_03_simple_descriptorset(time) |
1204 | 794 |
1230 | 795 # tests multiple descriptor sets and arrays |
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796 test_04_multiple_descriptorsets(time) |
1231 | 797 |
798 # rotating cube | |
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799 test_05_cube(time) |
1204 | 800 |
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801 # different draw modes (lines, points, and topologies) |
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802 test_06_different_draw_modes(time) |
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803 |
1242 | 804 # load PNG texture |
805 test_07_png_texture(time) | |
806 | |
1230 | 807 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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808 destroyRenderPass(renderpass) |
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809 clearSwapchain() |
1204 | 810 |
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811 # test multiple render passes |
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812 for i, (depthBuffer, samples) in renderPasses: |
1242 | 813 test_08_triangle_2pass(time, depthBuffer, samples) |
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814 |
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815 destroyVulkan() |