annotate tests/test_rendering.nim @ 1239:69489a678141

add: better syncing, better swapchain access, correct font offset, two font-rendering tests
author sam <sam@basx.dev>
date Mon, 22 Jul 2024 00:46:10 +0700
parents c70fee6568f6
children 42eeb59f3a43
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1 import std/os
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2 import std/sequtils
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3 import std/monotimes
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4 import std/times
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5 import std/options
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6 import std/random
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7
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8 import ../semiconginev2
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9
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10 proc test_01_triangle(time: float32) =
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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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34
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35 var
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36 pipeline = CreatePipeline[TrianglShader](renderPass = vulkan.swapchain.renderPass)
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37
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38 var start = getMonoTime()
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39 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
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40 WithNextFrame(framebuffer, commandbuffer):
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41 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.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
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45 # cleanup
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46 checkVkResult vkDeviceWaitIdle(vulkan.device)
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47 DestroyPipeline(pipeline)
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48 DestroyRenderData(renderdata)
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49
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50
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51 proc test_02_triangle_quad_instanced(time: float32) =
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52 var renderdata = InitRenderData()
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53
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54 type
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55 SomeShader = object
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56 position {.VertexAttribute.}: Vec3f
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57 color {.VertexAttribute.}: Vec3f
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58 pos {.InstanceAttribute.}: Vec3f
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59 scale {.InstanceAttribute.}: float32
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60 fragmentColor {.Pass.}: Vec3f
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61 outColor {.ShaderOutput.}: Vec4f
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62 # code
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63 vertexCode: string = """void main() {
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64 fragmentColor = color;
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65 gl_Position = vec4((position * scale) + pos, 1);}"""
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66 fragmentCode: string = """void main() {
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67 outColor = vec4(fragmentColor, 1);}"""
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68 TriangleMesh = object
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69 position: GPUArray[Vec3f, VertexBuffer]
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70 color: GPUArray[Vec3f, VertexBuffer]
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71 QuadMesh = object
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72 position: GPUArray[Vec3f, VertexBuffer]
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73 color: GPUArray[Vec3f, VertexBuffer]
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74 indices: GPUArray[uint16, IndexBuffer]
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75 Instances = object
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76 pos: GPUArray[Vec3f, VertexBuffer]
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77 scale: GPUArray[float32, VertexBuffer]
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78 var tri = TriangleMesh(
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79 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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80 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
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81 )
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82 var quad = QuadMesh(
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83 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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84 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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85 color: asGPUArray([NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1)], VertexBuffer),
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86 )
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87
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88 var instancesA: Instances
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89 for n in 1..100:
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90 instancesA.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32))
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91 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32)
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92 var instancesB: Instances
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93 for n in 1..100:
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94 instancesB.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32))
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95 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32)
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96
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97 AssignBuffers(renderdata, tri)
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98 AssignBuffers(renderdata, quad)
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99 AssignBuffers(renderdata, instancesA)
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100 AssignBuffers(renderdata, instancesB)
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101 renderdata.FlushAllMemory()
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102
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103 var pipeline = CreatePipeline[SomeShader](renderPass = vulkan.swapchain.renderPass)
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104
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105 var start = getMonoTime()
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106 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
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107 WithNextFrame(framebuffer, commandbuffer):
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108 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
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109 WithPipeline(commandbuffer, pipeline):
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110 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesA)
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111 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesB)
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112 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesA)
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113 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesB)
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114
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115 # cleanup
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116 checkVkResult vkDeviceWaitIdle(vulkan.device)
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117 DestroyPipeline(pipeline)
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118 DestroyRenderData(renderdata)
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119
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120 proc test_03_simple_descriptorset(time: float32) =
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121 var renderdata = InitRenderData()
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122
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123 type
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124 Material = object
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125 baseColor: Vec3f
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126
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127 Uniforms = object
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128 material: GPUValue[Material, UniformBuffer]
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129 texture1: Image[TVec4[uint8]]
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130
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131 QuadShader = object
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132 position {.VertexAttribute.}: Vec3f
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133 fragmentColor {.Pass.}: Vec3f
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134 uv {.Pass.}: Vec2f
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135 outColor {.ShaderOutput.}: Vec4f
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136 descriptorSets {.DescriptorSets.}: (Uniforms, )
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137 # code
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138 vertexCode: string = """void main() {
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139 fragmentColor = material.baseColor;
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140 gl_Position = vec4(position, 1);
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141 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5;
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142 uv = position.xy + 0.5;
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143 }"""
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144 fragmentCode: string = """void main() {
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145 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}"""
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146 QuadMesh = object
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147 position: GPUArray[Vec3f, VertexBuffer]
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148 indices: GPUArray[uint16, IndexBuffer]
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149
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150 let R = TVec4[uint8]([255'u8, 0'u8, 0'u8, 255'u8])
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151 let G = TVec4[uint8]([0'u8, 255'u8, 0'u8, 255'u8])
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152 let B = TVec4[uint8]([0'u8, 0'u8, 255'u8, 255'u8])
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153 let W = TVec4[uint8]([255'u8, 255'u8, 255'u8, 255'u8])
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154 var
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155 quad = QuadMesh(
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156 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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157 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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158 )
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159 uniforms1 = asDescriptorSet(
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160 Uniforms(
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161 material: asGPUValue(Material(baseColor: NewVec3f(1, 1, 1)), UniformBuffer),
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162 texture1: Image[TVec4[uint8]](width: 3, height: 3, data: @[R, G, B, G, B, R, B, R, G], interpolation: VK_FILTER_NEAREST),
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163 )
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sam <sam@basx.dev>
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164 )
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sam <sam@basx.dev>
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165 uniforms2 = asDescriptorSet(
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166 Uniforms(
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167 material: asGPUValue(Material(baseColor: NewVec3f(0.5, 0.5, 0.5)), UniformBuffer),
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168 texture1: Image[TVec4[uint8]](width: 2, height: 2, data: @[R, G, B, W]),
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169 )
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170 )
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sam <sam@basx.dev>
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171
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sam <sam@basx.dev>
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172 AssignBuffers(renderdata, quad)
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173 AssignBuffers(renderdata, uniforms1)
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174 AssignBuffers(renderdata, uniforms2)
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175 UploadImages(renderdata, uniforms1)
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176 UploadImages(renderdata, uniforms2)
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177 renderdata.FlushAllMemory()
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178
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179 var pipeline = CreatePipeline[QuadShader](renderPass = vulkan.swapchain.renderPass)
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180
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181 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
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sam <sam@basx.dev>
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182 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2)
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183
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184 var start = getMonoTime()
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185 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
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186 WithNextFrame(framebuffer, commandbuffer):
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187 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
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188 WithPipeline(commandbuffer, pipeline):
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189 WithBind(commandbuffer, (uniforms1, ), pipeline):
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190 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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191 WithBind(commandbuffer, (uniforms2, ), pipeline):
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192 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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193
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194 # cleanup
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195 checkVkResult vkDeviceWaitIdle(vulkan.device)
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196 DestroyPipeline(pipeline)
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197 DestroyRenderData(renderdata)
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198
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199 proc test_04_multiple_descriptorsets(time: float32) =
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200 var renderdata = InitRenderData()
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201
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sam <sam@basx.dev>
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202 type
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203 RenderSettings = object
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204 brigthness: float32
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205 Material = object
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206 baseColor: Vec3f
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207 ObjectSettings = object
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208 scale: float32
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209 materialIndex: uint32
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210 Constants = object
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211 offset: Vec2f
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212
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213 ConstSet = object
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214 constants: GPUValue[Constants, UniformBuffer]
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215 MainSet = object
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216 renderSettings: GPUValue[RenderSettings, UniformBufferMapped]
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217 material: array[2, GPUValue[Material, UniformBuffer]]
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218 texture1: array[2, Image[TVec1[uint8]]]
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219 OtherSet = object
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220 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped]
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221
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222 QuadShader = object
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223 position {.VertexAttribute.}: Vec3f
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224 fragmentColor {.Pass.}: Vec3f
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225 uv {.Pass.}: Vec2f
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226 outColor {.ShaderOutput.}: Vec4f
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227 descriptorSets {.DescriptorSets.}: (ConstSet, MainSet, OtherSet)
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228 # code
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229 vertexCode: string = """void main() {
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230 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness;
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231 gl_Position = vec4(position * objectSettings.scale, 1);
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232 gl_Position.xy += constants.offset.xy;
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233 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5;
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234 uv = position.xy + 0.5;
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235 }"""
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236 fragmentCode: string = """void main() {
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237 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1);
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238 }"""
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239 QuadMesh = object
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sam <sam@basx.dev>
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240 position: GPUArray[Vec3f, VertexBuffer]
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sam <sam@basx.dev>
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241 indices: GPUArray[uint16, IndexBuffer]
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sam <sam@basx.dev>
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242
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sam <sam@basx.dev>
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243 var quad = QuadMesh(
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244 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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sam <sam@basx.dev>
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245 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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246 )
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sam <sam@basx.dev>
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247 var constset = asDescriptorSet(
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sam <sam@basx.dev>
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248 ConstSet(
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sam <sam@basx.dev>
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249 constants: asGPUValue(Constants(offset: NewVec2f(-0.3, 0.2)), UniformBuffer),
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sam <sam@basx.dev>
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250 )
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sam <sam@basx.dev>
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251 )
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sam <sam@basx.dev>
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252 let G = TVec1[uint8]([50'u8])
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sam <sam@basx.dev>
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253 let W = TVec1[uint8]([255'u8])
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sam <sam@basx.dev>
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254 var mainset = asDescriptorSet(
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255 MainSet(
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256 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped),
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sam <sam@basx.dev>
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257 material: [
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sam <sam@basx.dev>
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diff changeset
258 asGPUValue(Material(baseColor: NewVec3f(1, 1, 0)), UniformBuffer),
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sam <sam@basx.dev>
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diff changeset
259 asGPUValue(Material(baseColor: NewVec3f(1, 0, 1)), UniformBuffer),
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sam <sam@basx.dev>
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diff changeset
260 ],
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sam <sam@basx.dev>
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diff changeset
261 texture1: [
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sam <sam@basx.dev>
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diff changeset
262 Image[TVec1[uint8]](width: 2, height: 2, data: @[W, G, G, W], interpolation: VK_FILTER_NEAREST),
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sam <sam@basx.dev>
parents: 1223
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263 Image[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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264 ],
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sam <sam@basx.dev>
parents: 1209
diff changeset
265 ),
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sam <sam@basx.dev>
parents: 1209
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266 )
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sam <sam@basx.dev>
parents: 1209
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267 var otherset1 = asDescriptorSet(
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sam <sam@basx.dev>
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diff changeset
268 OtherSet(
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diff changeset
269 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped),
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270 )
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271 )
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272 var otherset2 = asDescriptorSet(
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273 OtherSet(
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274 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped),
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275 )
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sam <sam@basx.dev>
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276 )
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sam <sam@basx.dev>
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277
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sam <sam@basx.dev>
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278 AssignBuffers(renderdata, quad)
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279 AssignBuffers(renderdata, constset)
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sam <sam@basx.dev>
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280 AssignBuffers(renderdata, mainset)
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sam <sam@basx.dev>
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281 AssignBuffers(renderdata, otherset1)
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sam <sam@basx.dev>
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282 AssignBuffers(renderdata, otherset2)
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283 UploadImages(renderdata, mainset)
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sam <sam@basx.dev>
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284 renderdata.FlushAllMemory()
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285
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diff changeset
286 var pipeline = CreatePipeline[QuadShader](renderPass = vulkan.swapchain.renderPass)
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287
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288 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset)
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sam <sam@basx.dev>
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289 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset)
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sam <sam@basx.dev>
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290 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1)
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sam <sam@basx.dev>
parents: 1209
diff changeset
291 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2)
1205
f7530247a21f did: improve descriptor-set handling, add simple descriptor set test
sam <sam@basx.dev>
parents: 1204
diff changeset
292
1235
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sam <sam@basx.dev>
parents: 1233
diff changeset
293 var start = getMonoTime()
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sam <sam@basx.dev>
parents: 1233
diff changeset
294 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
295 TimeAndLog:
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
296 WithNextFrame(framebuffer, commandbuffer):
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
297 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
298 WithPipeline(commandbuffer, pipeline):
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
299 WithBind(commandbuffer, (constset, mainset, otherset1), pipeline):
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
300 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
301 WithBind(commandbuffer, (constset, mainset, otherset2), pipeline):
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
302 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
303 mainset.data.renderSettings.data.brigthness = ((getMonoTime() - start).inMilliseconds().int / 1000) / time
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
304 otherset1.data.objectSettings.data.scale = 0.5 + ((getMonoTime() - start).inMilliseconds().int / 1000) / time
1210
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
305 UpdateGPUBuffer(mainset.data.renderSettings)
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
306 UpdateGPUBuffer(otherset1.data.objectSettings)
1205
f7530247a21f did: improve descriptor-set handling, add simple descriptor set test
sam <sam@basx.dev>
parents: 1204
diff changeset
307 renderdata.FlushAllMemory()
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
308
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
309 # cleanup
1203
6360c8d17ce0 did: preprations to add rendering tests
sam <sam@basx.dev>
parents:
diff changeset
310 checkVkResult vkDeviceWaitIdle(vulkan.device)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
311 DestroyPipeline(pipeline)
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
312 DestroyRenderData(renderdata)
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
313
1239
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sam <sam@basx.dev>
parents: 1235
diff changeset
314 proc test_05_cube(time: float32) =
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
315 type
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sam <sam@basx.dev>
parents: 1230
diff changeset
316
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sam <sam@basx.dev>
parents: 1230
diff changeset
317 UniformData = object
1232
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sam <sam@basx.dev>
parents: 1231
diff changeset
318 mvp: Mat4
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
319 Uniforms = object
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sam <sam@basx.dev>
parents: 1230
diff changeset
320 data: GPUValue[UniformData, UniformBufferMapped]
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sam <sam@basx.dev>
parents: 1230
diff changeset
321 CubeShader = object
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sam <sam@basx.dev>
parents: 1230
diff changeset
322 position {.VertexAttribute.}: Vec3f
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
323 color {.VertexAttribute.}: Vec4f
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
324 fragmentColor {.Pass.}: Vec4f
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sam <sam@basx.dev>
parents: 1230
diff changeset
325 outColor {.ShaderOutput.}: Vec4f
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sam <sam@basx.dev>
parents: 1230
diff changeset
326 descriptorSets {.DescriptorSets.}: (Uniforms, )
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sam <sam@basx.dev>
parents: 1230
diff changeset
327 # code
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sam <sam@basx.dev>
parents: 1230
diff changeset
328 vertexCode = """void main() {
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sam <sam@basx.dev>
parents: 1230
diff changeset
329 fragmentColor = color;
1232
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sam <sam@basx.dev>
parents: 1231
diff changeset
330 gl_Position = vec4(position, 1) * data.mvp;
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
331 }"""
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
332 fragmentCode = """void main() {
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
333 outColor = fragmentColor;
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
334 }"""
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
335 Mesh = object
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sam <sam@basx.dev>
parents: 1230
diff changeset
336 position: GPUArray[Vec3f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
337 normals: GPUArray[Vec3f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
338 color: GPUArray[Vec4f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
339
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
340 let quad = @[
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
341 NewVec3f(-0.5, -0.5), NewVec3f(-0.5, +0.5), NewVec3f(+0.5, +0.5),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
342 NewVec3f(+0.5, +0.5), NewVec3f(+0.5, -0.5), NewVec3f(-0.5, -0.5),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
343 ]
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
344 proc transf(data: seq[Vec3f], mat: Mat4): seq[Vec3f] =
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
345 for v in data:
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
346 result.add mat * v
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
347
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
348 var
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sam <sam@basx.dev>
parents: 1230
diff changeset
349 vertices: seq[Vec3f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
350 colors: seq[Vec4f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
351 normals: seq[Vec3f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
352
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
353 # front, red
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
354 vertices.add quad.transf(Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
355 colors.add newSeqWith(6, NewVec4f(1, 0, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
356 normals.add newSeqWith(6, NewVec3f(0, 0, -1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
357
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
358 # back, cyan
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sam <sam@basx.dev>
parents: 1230
diff changeset
359 vertices.add quad.transf(Rotate(PI, Y) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
360 colors.add newSeqWith(6, NewVec4f(0, 1, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
361 normals.add newSeqWith(6, NewVec3f(0, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
362
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
363 # right, green
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
364 vertices.add quad.transf(Rotate(PI / 2, Y) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
365 colors.add newSeqWith(6, NewVec4f(0, 1, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
366 normals.add newSeqWith(6, NewVec3f(-1, 0, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
367
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
368 # left, magenta
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sam <sam@basx.dev>
parents: 1230
diff changeset
369 vertices.add quad.transf(Rotate(-PI / 2, Y) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
370 colors.add newSeqWith(6, NewVec4f(1, 0, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
371 normals.add newSeqWith(6, NewVec3f(1, 0, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
372
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
373 # bottom, blue
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sam <sam@basx.dev>
parents: 1230
diff changeset
374 vertices.add quad.transf(Rotate(PI / 2, X) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
375 colors.add newSeqWith(6, NewVec4f(0, 0, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
376 normals.add newSeqWith(6, NewVec3f(0, -1, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
377
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
378 # top, yellow
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
379 vertices.add quad.transf(Rotate(-PI / 2, X) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
380 colors.add newSeqWith(6, NewVec4f(1, 1, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
381 normals.add newSeqWith(6, NewVec3f(0, 1, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
382
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
383 var renderdata = InitRenderData()
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
384
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
385 var mesh = Mesh(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
386 position: asGPUArray(vertices, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
387 color: asGPUArray(colors, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
388 normals: asGPUArray(normals, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
389 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
390 AssignBuffers(renderdata, mesh)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
391
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
392 var floor = Mesh(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
393 position: asGPUArray(quad.transf(Scale(10, 10, 10) * Rotate(-PI / 2, X) * Translate(0, 0, 0.05)), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
394 color: asGPUArray(newSeqWith(6, NewVec4f(0.1, 0.1, 0.1, 1)), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
395 normals: asGPUArray(newSeqWith(6, Y), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
396 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
397 AssignBuffers(renderdata, floor)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
398
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
399 var uniforms1 = asDescriptorSet(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
400 Uniforms(
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
401 data: asGPUValue(UniformData(mvp: Unit4), UniformBufferMapped)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
402 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
403 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
404 AssignBuffers(renderdata, uniforms1)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
405
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
406 renderdata.FlushAllMemory()
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
407
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
408 var pipeline = CreatePipeline[CubeShader](renderPass = vulkan.swapchain.renderPass)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
409 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
410
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
411 var tStart = getMonoTime()
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
412 var t = tStart
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
413
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
414 var start = getMonoTime()
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
415 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
416 let tStartLoop = getMonoTime() - tStart
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
417
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
418 uniforms1.data.data.data.mvp = (
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
419 Perspective(-PI / 2, GetAspectRatio(), 0.01, 100) *
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
420 Translate(0, 0, 2) *
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
421 Rotate(PI / 4, X) *
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
422 Rotate(PI * 0.1 * (tStartLoop.inMicroseconds() / 1_000_000), Y)
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
423 )
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
424 UpdateGPUBuffer(uniforms1.data.data, flush = true)
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
425 WithNextFrame(framebuffer, commandbuffer):
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
426 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
427 WithPipeline(commandbuffer, pipeline):
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
428 WithBind(commandbuffer, (uniforms1, ), pipeline):
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
429 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
430 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = floor)
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
431
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
432 let tEndLoop = getMonoTime() - tStart
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
433 let looptime = tEndLoop - tStartLoop
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
434 let waitTime = 16_666 - looptime.inMicroseconds
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
435 if waitTime > 0:
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
436 echo "sleep ", waitTime / 1000
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
437 sleep((waitTime / 1000).int)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
438
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
439 # cleanup
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
440 checkVkResult vkDeviceWaitIdle(vulkan.device)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
441 DestroyPipeline(pipeline)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
442 DestroyRenderData(renderdata)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
443
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
444 proc test_06_triangle_2pass(time: float32, depthBuffer: bool, samples: VkSampleCountFlagBits) =
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
445 var (offscreenRP, presentRP) = CreateIndirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples)
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
446
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
447 SetupSwapchain(renderpass = presentRP)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
448
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
449 var renderdata = InitRenderData()
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
450
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
451 type
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
452 Uniforms = object
1228
4e465583ea32 did: rename texture to image
sam <sam@basx.dev>
parents: 1223
diff changeset
453 frameTexture: Image[TVec4[uint8]]
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
454 TriangleShader = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
455 position {.VertexAttribute.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
456 color {.VertexAttribute.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
457 fragmentColor {.Pass.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
458 outColor {.ShaderOutput.}: Vec4f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
459 # code
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
460 vertexCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
461 fragmentColor = color;
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
462 gl_Position = vec4(position, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
463 fragmentCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
464 outColor = vec4(fragmentColor, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
465 PresentShader = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
466 position {.VertexAttribute.}: Vec2f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
467 uv {.Pass.}: Vec2f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
468 outColor {.ShaderOutput.}: Vec4f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
469 descriptorSets {.DescriptorSets.}: (Uniforms, )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
470 # code
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
471 vertexCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
472 uv = ((position + 1) * 0.5) * vec2(1, -1);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
473 gl_Position = vec4(position, 0, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
474 fragmentCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
475 vec2 uv1 = uv + vec2(0.001, 0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
476 vec2 uv2 = uv + vec2(0.001, -0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
477 vec2 uv3 = uv + vec2(-0.001, 0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
478 vec2 uv4 = uv + vec2(-0.001, -0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
479 outColor = (
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
480 texture(frameTexture, uv1) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
481 texture(frameTexture, uv2) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
482 texture(frameTexture, uv3) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
483 texture(frameTexture, uv4)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
484 ) / 4;
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
485 }"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
486 TriangleMesh = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
487 position: GPUArray[Vec3f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
488 color: GPUArray[Vec3f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
489 QuadMesh = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
490 position: GPUArray[Vec2f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
491 indices: GPUArray[uint16, IndexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
492 var mesh = TriangleMesh(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
493 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
494 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
495 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
496 var quad = QuadMesh(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
497 position: asGPUArray([NewVec2f(-1, -1), NewVec2f(-1, 1), NewVec2f(1, 1), NewVec2f(1, -1)], VertexBuffer),
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
498 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
499 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
500 var uniforms1 = asDescriptorSet(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
501 Uniforms(
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
502 frameTexture: Image[TVec4[uint8]](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
503 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
504 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
505 AssignBuffers(renderdata, mesh)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
506 AssignBuffers(renderdata, quad)
1228
4e465583ea32 did: rename texture to image
sam <sam@basx.dev>
parents: 1223
diff changeset
507 UploadImages(renderdata, uniforms1)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
508 renderdata.FlushAllMemory()
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
509
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
510 var
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
511 drawPipeline = CreatePipeline[TriangleShader](renderPass = offscreenRP)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
512 presentPipeline = CreatePipeline[PresentShader](renderPass = presentRP)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
513
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
514 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
515
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
516 # 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
517 var
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
518 depthImage: VkImage
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
519 depthImageView: VkImageView
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
520 depthMemory: VkDeviceMemory
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
521 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
522 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
523 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
524 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
525 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
526 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
527 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
528 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
529 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
530 depthMemory = svkAllocateMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
531 requirements.size,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
532 BestMemory(mappable = false, filter = requirements.memoryTypes)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
533 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
534 checkVkResult vkBindImageMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
535 vulkan.device,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
536 depthImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
537 depthMemory,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
538 0,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
539 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
540 depthImageView = svkCreate2DImageView(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
541 image = depthImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
542 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
543 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
544 )
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
545
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
546 # 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
547 var
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
548 msaaImage: VkImage
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
549 msaaImageView: VkImageView
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
550 msaaMemory: VkDeviceMemory
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
551 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
552 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
553 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
554 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
555 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
556 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
557 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
558 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
559 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
560 msaaMemory = svkAllocateMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
561 requirements.size,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
562 BestMemory(mappable = false, filter = requirements.memoryTypes)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
563 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
564 checkVkResult vkBindImageMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
565 vulkan.device,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
566 msaaImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
567 msaaMemory,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
568 0,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
569 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
570 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
571
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
572 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
573 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
574 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
575 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
576 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
577 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
578 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
579 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
580 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
581 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
582 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
583 echo attachments
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
584 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
585 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
586 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
587 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
588 attachments
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
589 )
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
590
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
591 var start = getMonoTime()
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
592 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
593
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
594 TimeAndLog:
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
595 WithNextFrame(framebuffer, commandbuffer):
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
596
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
597 WithRenderPass(offscreenRP, offscreenFB, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
598 WithPipeline(commandbuffer, drawPipeline):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
599 Render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
600
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
601 WithRenderPass(presentRP, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
602 WithPipeline(commandbuffer, presentPipeline):
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
603 WithBind(commandbuffer, (uniforms1, ), presentPipeline):
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
604 Render(commandbuffer = commandbuffer, pipeline = presentPipeline, mesh = quad)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
605
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
606 # cleanup
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
607 checkVkResult vkDeviceWaitIdle(vulkan.device)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
608 DestroyPipeline(presentPipeline)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
609 DestroyPipeline(drawPipeline)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
610 DestroyRenderData(renderdata)
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
611 if depthImage.Valid:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
612 vkDestroyImageView(vulkan.device, depthImageView, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
613 vkDestroyImage(vulkan.device, depthImage, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
614 vkFreeMemory(vulkan.device, depthMemory, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
615 if msaaImage.Valid:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
616 vkDestroyImageView(vulkan.device, msaaImageView, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
617 vkDestroyImage(vulkan.device, msaaImage, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
618 vkFreeMemory(vulkan.device, msaaMemory, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
619 vkDestroyRenderPass(vulkan.device, offscreenRP.vk, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
620 vkDestroyRenderPass(vulkan.device, presentRP.vk, nil)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
621 vkDestroyFramebuffer(vulkan.device, offscreenFB, nil)
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
622 ClearSwapchain()
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
623
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
624 when isMainModule:
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
625 var time = 1'f32
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
626 InitVulkan()
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
627
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
628 var mainRenderpass: RenderPass
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
629 var renderPasses = [
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
630 (depthBuffer: false, samples: VK_SAMPLE_COUNT_1_BIT),
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
631 (depthBuffer: false, samples: VK_SAMPLE_COUNT_4_BIT),
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
632 (depthBuffer: true, samples: VK_SAMPLE_COUNT_1_BIT),
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
633 (depthBuffer: true, samples: VK_SAMPLE_COUNT_4_BIT),
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
634 ]
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
635
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
636 # test normal
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
637 for i, (depthBuffer, samples) in renderPasses:
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
638 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples)
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
639 SetupSwapchain(renderpass = renderpass)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
640
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
641 # tests a simple triangle with minimalistic shader and vertex format
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
642 test_01_triangle(time)
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
643
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
644 # tests instanced triangles and quads, mixing meshes and instances
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
645 test_02_triangle_quad_instanced(time)
1210
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
646
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
647 # teste descriptor sets
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
648 test_03_simple_descriptorset(time)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
649
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
650 # tests multiple descriptor sets and arrays
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
651 test_04_multiple_descriptorsets(time)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
652
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
653 # rotating cube
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
654 test_05_cube(time)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
655
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
656 checkVkResult vkDeviceWaitIdle(vulkan.device)
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
657 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
658 ClearSwapchain()
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
659
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
660 # test multiple render passes
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
661 for i, (depthBuffer, samples) in renderPasses:
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
662 test_06_triangle_2pass(time, depthBuffer, samples)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
663
1203
6360c8d17ce0 did: preprations to add rendering tests
sam <sam@basx.dev>
parents:
diff changeset
664 DestroyVulkan()