annotate tests/test_rendering.nim @ 1210:570ac1620fb6 compiletime-tests

fix: make uniform-block-arrays working
author sam <sam@basx.dev>
date Wed, 17 Jul 2024 00:30:49 +0700
parents e177336cac3f
children d9799f74f5a7
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1 import std/options
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2 import std/random
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3
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4 import ../semicongine
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5
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6 var
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7 mainRenderpass: VkRenderPass
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8 swapchain: Swapchain
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9
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10 proc test_01_triangle(nFrames: int) =
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11 var renderdata = InitRenderData()
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12
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13 type
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14 TrianglShader = object
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15 position {.VertexAttribute.}: Vec3f
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16 color {.VertexAttribute.}: Vec3f
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17 fragmentColor {.Pass.}: Vec3f
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18 outColor {.ShaderOutput.}: Vec4f
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19 # code
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20 vertexCode: string = """void main() {
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21 fragmentColor = color;
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22 gl_Position = vec4(position, 1);}"""
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23 fragmentCode: string = """void main() {
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24 outColor = vec4(fragmentColor, 1);}"""
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25 TriangleMesh = object
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26 position: GPUArray[Vec3f, VertexBuffer]
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27 color: GPUArray[Vec3f, VertexBuffer]
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28 var mesh = TriangleMesh(
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29 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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30 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
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31 )
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32 AssignBuffers(renderdata, mesh)
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33 renderdata.FlushAllMemory()
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35 var
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36 pipeline = CreatePipeline[TrianglShader](renderPass = mainRenderpass, samples = swapchain.samples)
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37
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38 var c = 0
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39 while UpdateInputs() and c < nFrames:
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40 WithNextFrame(swapchain, framebuffer, commandbuffer):
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41 WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
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42 WithPipeline(commandbuffer, pipeline):
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43 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
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44 inc c
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45
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46 # cleanup
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47 checkVkResult vkDeviceWaitIdle(vulkan.device)
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48 DestroyPipeline(pipeline)
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49 DestroyRenderData(renderdata)
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50
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51
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52 proc test_02_triangle_quad_instanced(nFrames: int) =
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53 var renderdata = InitRenderData()
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54
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55 type
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56 SomeShader = object
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57 position {.VertexAttribute.}: Vec3f
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58 color {.VertexAttribute.}: Vec3f
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59 pos {.InstanceAttribute.}: Vec3f
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60 scale {.InstanceAttribute.}: float32
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61 fragmentColor {.Pass.}: Vec3f
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62 outColor {.ShaderOutput.}: Vec4f
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63 # code
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64 vertexCode: string = """void main() {
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65 fragmentColor = color;
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66 gl_Position = vec4((position * scale) + pos, 1);}"""
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67 fragmentCode: string = """void main() {
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68 outColor = vec4(fragmentColor, 1);}"""
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69 TriangleMesh = object
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70 position: GPUArray[Vec3f, VertexBuffer]
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71 color: GPUArray[Vec3f, VertexBuffer]
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72 QuadMesh = object
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73 position: GPUArray[Vec3f, VertexBuffer]
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74 color: GPUArray[Vec3f, VertexBuffer]
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75 indices: GPUArray[uint16, IndexBuffer]
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76 Instances = object
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77 pos: GPUArray[Vec3f, VertexBuffer]
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78 scale: GPUArray[float32, VertexBuffer]
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79 var tri = TriangleMesh(
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80 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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81 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
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82 )
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83 var quad = QuadMesh(
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84 position: asGPUArray([NewVec3f(-0.3, -0.3), NewVec3f(-0.3, 0.3), NewVec3f(0.3, 0.3), NewVec3f(0.3, -0.3)], VertexBuffer),
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85 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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86 color: asGPUArray([NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1)], VertexBuffer),
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87 )
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88
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89 var instancesA: Instances
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90 for n in 1..100:
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91 instancesA.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32))
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92 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32)
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93 var instancesB: Instances
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94 for n in 1..100:
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95 instancesB.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32))
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96 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32)
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97
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98 AssignBuffers(renderdata, tri)
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99 AssignBuffers(renderdata, quad)
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100 AssignBuffers(renderdata, instancesA)
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101 AssignBuffers(renderdata, instancesB)
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102 renderdata.FlushAllMemory()
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103
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104 var pipeline = CreatePipeline[SomeShader](renderPass = mainRenderpass, samples = swapchain.samples)
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105
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106 var c = 0
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107 while UpdateInputs() and c < nFrames:
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108 WithNextFrame(swapchain, framebuffer, commandbuffer):
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109 WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
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110 WithPipeline(commandbuffer, pipeline):
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111 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesA)
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112 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesB)
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113 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesA)
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114 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesB)
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115 inc c
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116
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117 # cleanup
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118 checkVkResult vkDeviceWaitIdle(vulkan.device)
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119 DestroyPipeline(pipeline)
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120 DestroyRenderData(renderdata)
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121
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122 proc test_03_simple_descriptorset(nFrames: int) =
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123 var renderdata = InitRenderData()
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124
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125 type
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126 Material = object
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127 baseColor: Vec3f
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128
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129 Uniforms = object
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130 material: GPUValue[Material, UniformBuffer]
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131 texture1: Texture[TVec3[uint8]]
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132
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133 QuadShader = object
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134 position {.VertexAttribute.}: Vec3f
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135 fragmentColor {.Pass.}: Vec3f
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136 uv {.Pass.}: Vec2f
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137 outColor {.ShaderOutput.}: Vec4f
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138 descriptorSets {.DescriptorSets.}: (Uniforms, )
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139 # code
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140 vertexCode: string = """void main() {
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141 fragmentColor = material.baseColor;
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142 gl_Position = vec4(position, 1);
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143 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5;
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144 uv = position.xy + 0.5;
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145 }"""
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146 fragmentCode: string = """void main() {
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147 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}"""
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148 QuadMesh = object
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149 position: GPUArray[Vec3f, VertexBuffer]
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150 indices: GPUArray[uint16, IndexBuffer]
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151
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152 let R = TVec3[uint8]([255'u8, 0'u8, 0'u8])
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153 let G = TVec3[uint8]([0'u8, 255'u8, 0'u8])
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154 let B = TVec3[uint8]([0'u8, 0'u8, 255'u8])
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155 let W = TVec3[uint8]([255'u8, 255'u8, 255'u8])
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156 var
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157 quad = QuadMesh(
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158 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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159 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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160 )
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161 uniforms1 = asDescriptorSet(
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162 Uniforms(
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163 material: asGPUValue(Material(baseColor: NewVec3f(1, 1, 1)), UniformBuffer),
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164 texture1: Texture[TVec3[uint8]](width: 3, height: 3, data: @[R, G, B, G, B, R, B, R, G], interpolation: VK_FILTER_NEAREST),
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165 )
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166 )
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167 uniforms2 = asDescriptorSet(
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168 Uniforms(
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169 material: asGPUValue(Material(baseColor: NewVec3f(0.5, 0.5, 0.5)), UniformBuffer),
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170 texture1: Texture[TVec3[uint8]](width: 2, height: 2, data: @[R, G, B, W]),
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171 )
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sam <sam@basx.dev>
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172 )
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sam <sam@basx.dev>
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173
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sam <sam@basx.dev>
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174 AssignBuffers(renderdata, quad)
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175 AssignBuffers(renderdata, uniforms1)
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176 AssignBuffers(renderdata, uniforms2)
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177 UploadTextures(renderdata, uniforms1)
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178 UploadTextures(renderdata, uniforms2)
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179 renderdata.FlushAllMemory()
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180
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181 var pipeline = CreatePipeline[QuadShader](renderPass = mainRenderpass, samples = swapchain.samples)
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182
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183 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
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184 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2)
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185
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186 var c = 0
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187 while UpdateInputs() and c < nFrames:
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188 WithNextFrame(swapchain, framebuffer, commandbuffer):
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189 WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
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190 WithPipeline(commandbuffer, pipeline):
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191 WithBind(commandbuffer, (uniforms1, ), pipeline, swapchain.currentFiF):
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192 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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193 WithBind(commandbuffer, (uniforms2, ), pipeline, swapchain.currentFiF):
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194 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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195 inc c
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196
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197 # cleanup
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198 checkVkResult vkDeviceWaitIdle(vulkan.device)
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199 DestroyPipeline(pipeline)
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200 DestroyRenderData(renderdata)
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201
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202 proc test_04_multiple_descriptorsets(nFrames: int) =
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203 var renderdata = InitRenderData()
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204
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205 type
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206 RenderSettings = object
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207 brigthness: float32
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208 Material = object
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209 baseColor: Vec3f
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210 ObjectSettings = object
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211 scale: float32
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212 materialIndex: uint32
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213 Constants = object
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214 offset: Vec2f
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215
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216 ConstSet = object
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217 constants: GPUValue[Constants, UniformBuffer]
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218 MainSet = object
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219 renderSettings: GPUValue[RenderSettings, UniformBufferMapped]
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220 material: array[2, GPUValue[Material, UniformBuffer]]
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221 texture1: array[2, Texture[TVec1[uint8]]]
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222 OtherSet = object
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223 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped]
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224
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225 QuadShader = object
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226 position {.VertexAttribute.}: Vec3f
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227 fragmentColor {.Pass.}: Vec3f
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228 uv {.Pass.}: Vec2f
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229 outColor {.ShaderOutput.}: Vec4f
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230 descriptorSets {.DescriptorSets.}: (ConstSet, MainSet, OtherSet)
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231 # code
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232 vertexCode: string = """void main() {
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233 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness;
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234 gl_Position = vec4(position * objectSettings.scale, 1);
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235 gl_Position.xy += constants.offset.xy;
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236 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5;
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237 uv = position.xy + 0.5;
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238 }"""
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239 fragmentCode: string = """void main() {
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240 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1);
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241 }"""
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242 QuadMesh = object
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243 position: GPUArray[Vec3f, VertexBuffer]
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244 indices: GPUArray[uint16, IndexBuffer]
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245
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246 var quad = QuadMesh(
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247 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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248 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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249 )
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250 var constset = asDescriptorSet(
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251 ConstSet(
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252 constants: asGPUValue(Constants(offset: NewVec2f(-0.3, 0.2)), UniformBuffer),
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sam <sam@basx.dev>
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253 )
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sam <sam@basx.dev>
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254 )
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255 let G = TVec1[uint8]([50'u8])
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256 let W = TVec1[uint8]([255'u8])
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257 var mainset = asDescriptorSet(
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258 MainSet(
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259 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped),
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260 material: [
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261 asGPUValue(Material(baseColor: NewVec3f(1, 1, 0)), UniformBuffer),
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262 asGPUValue(Material(baseColor: NewVec3f(1, 0, 1)), UniformBuffer),
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sam <sam@basx.dev>
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263 ],
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264 texture1: [
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265 Texture[TVec1[uint8]](width: 2, height: 2, data: @[W, G, G, W], interpolation: VK_FILTER_NEAREST),
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sam <sam@basx.dev>
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266 Texture[TVec1[uint8]](width: 3, height: 3, data: @[W, G, W, G, W, G, W, G, W], interpolation: VK_FILTER_NEAREST),
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sam <sam@basx.dev>
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267 ],
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sam <sam@basx.dev>
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diff changeset
268 ),
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sam <sam@basx.dev>
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269 )
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270 var otherset1 = asDescriptorSet(
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271 OtherSet(
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272 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped),
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273 )
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274 )
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275 var otherset2 = asDescriptorSet(
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276 OtherSet(
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277 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped),
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278 )
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279 )
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280
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281 AssignBuffers(renderdata, quad)
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282 AssignBuffers(renderdata, constset)
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283 AssignBuffers(renderdata, mainset)
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284 AssignBuffers(renderdata, otherset1)
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285 AssignBuffers(renderdata, otherset2)
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286 UploadTextures(renderdata, mainset)
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287 renderdata.FlushAllMemory()
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288
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289 var pipeline = CreatePipeline[QuadShader](renderPass = mainRenderpass, samples = swapchain.samples)
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290
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291 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset)
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292 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset)
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293 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1)
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294 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2)
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295
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296 var c = 0
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297 while UpdateInputs() and c < nFrames:
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298 WithNextFrame(swapchain, framebuffer, commandbuffer):
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299 WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
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300 WithPipeline(commandbuffer, pipeline):
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301 WithBind(commandbuffer, (constset, mainset, otherset1), pipeline, swapchain.currentFiF):
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302 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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303 WithBind(commandbuffer, (constset, mainset, otherset2), pipeline, swapchain.currentFiF):
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304 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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305 mainset.data.renderSettings.data.brigthness = (c.float32 / nFrames.float32)
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306 otherset1.data.objectSettings.data.scale = 0.5 + (c.float32 / nFrames.float32)
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307 UpdateGPUBuffer(mainset.data.renderSettings)
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308 UpdateGPUBuffer(otherset1.data.objectSettings)
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309 renderdata.FlushAllMemory()
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310 inc c
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311
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312 # cleanup
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313 checkVkResult vkDeviceWaitIdle(vulkan.device)
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314 DestroyPipeline(pipeline)
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315 DestroyRenderData(renderdata)
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316
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317 when isMainModule:
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318 var nFrames = 5000
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319 InitVulkan()
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320
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321 # test normal
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322 block:
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323 mainRenderpass = CreatePresentationRenderPass()
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324 swapchain = InitSwapchain(renderpass = mainRenderpass).get()
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325
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326 # tests a simple triangle with minimalistic shader and vertex format
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327 # test_01_triangle(nFrames)
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328
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329 # tests instanced triangles and quads, mixing meshes and instances
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330 # test_02_triangle_quad_instanced(nFrames)
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331
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332 # test_03_simple_descriptorset(nFrames)
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333
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334 # tests
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335 test_04_multiple_descriptorsets(nFrames)
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336
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337 checkVkResult vkDeviceWaitIdle(vulkan.device)
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338 vkDestroyRenderPass(vulkan.device, mainRenderpass, nil)
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339 DestroySwapchain(swapchain)
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340
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341 # test MSAA
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342 block:
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343 mainRenderpass = CreatePresentationRenderPass(samples = VK_SAMPLE_COUNT_4_BIT)
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344 swapchain = InitSwapchain(renderpass = mainRenderpass, samples = VK_SAMPLE_COUNT_4_BIT).get()
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345
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346 # test_01_triangle(99999999)
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347
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348 checkVkResult vkDeviceWaitIdle(vulkan.device)
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349 vkDestroyRenderPass(vulkan.device, mainRenderpass, nil)
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350 DestroySwapchain(swapchain)
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351
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352 DestroyVulkan()