annotate tests/test_vulkan_wrapper.nim @ 111:6fd10b7e2d6a

did: allow runtime shader-input definitions
author Sam <sam@basx.dev>
date Fri, 31 Mar 2023 16:00:16 +0700
parents 8d24727c9795
children 0c5a74885796
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1 import std/os
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2 import std/options
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3
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4 import semicongine/vulkan
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5 import semicongine/platform/window
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6 import semicongine/math
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7 import semicongine/entity
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8 import semicongine/scene
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9 import semicongine/gpu_data
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10
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11 type
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12 Vertex = object
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13 pos: Vec3
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14 FragmentInput = object
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15 fragpos: Vec3
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16 Uniforms = object
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17 time: float32
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18 Pixel = object
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19 color: Vec4
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20
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21 proc diagnostics(instance: Instance) =
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22 # diagnostic output
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23 echo "Devices"
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24 for device in instance.getPhysicalDevices():
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25 echo " " & $device
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26 echo " Rating: " & $device.rateGraphics()
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27 echo " Extensions"
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28 for extension in device.getExtensions():
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29 echo " " & $extension
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30 echo " Properties"
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31 echo " " & $device.getProperties()
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32 echo " Features"
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33 echo " " & $device.getFeatures()
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34 echo " Queue families"
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35 for queueFamily in device.getQueueFamilies():
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36 echo " " & $queueFamily
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37 echo " Surface present modes"
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38 for mode in device.getSurfacePresentModes():
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39 echo " " & $mode
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40 echo " Surface formats"
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41 for format in device.getSurfaceFormats():
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42 echo " " & $format
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43
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44 when isMainModule:
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45 # print basic driver infos
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46 echo "Layers"
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47 for layer in getLayers():
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48 echo " " & layer
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49 echo "Instance extensions"
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50 for extension in getInstanceExtensions():
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51 echo " " & extension
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52
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53 # create instance
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54 var thewindow = createWindow("Test")
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55 var instance = thewindow.createInstance(
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56 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0),
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57 instanceExtensions= @["VK_EXT_debug_utils"],
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58 layers= @["VK_LAYER_KHRONOS_validation"]
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59 )
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60 var debugger = instance.createDebugMessenger()
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61
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62 # create devices
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63 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics()
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64 var device = instance.createDevice(
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65 selectedPhysicalDevice,
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66 @[],
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67 @[],
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68 selectedPhysicalDevice.filterForGraphicsPresentationQueues()
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69 )
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71 const inputs = AttributeGroup(attributes: @[attr(name="pos", thetype=Float32, components=3)])
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72 const uniforms = AttributeGroup()
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73 const outputs = AttributeGroup(attributes: @[attr(name="fragpos", thetype=Float32, components=3)])
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74 const fragOutput = AttributeGroup(attributes: @[attr(name="color", thetype=Float32, components=4)])
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75 const vertexBinary = shaderCode(inputs=inputs, uniforms=uniforms, outputs=outputs, stage=VK_SHADER_STAGE_VERTEX_BIT, version=450, entrypoint="main", "fragpos = pos;")
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76 const fragmentBinary = shaderCode(inputs=outputs, uniforms=uniforms, outputs=fragOutput, stage=VK_SHADER_STAGE_FRAGMENT_BIT, version=450, entrypoint="main", "color = vec4(1, 1, 1, 0);")
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77 var
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78 vertexshader = device.createShader(inputs, uniforms, outputs, VK_SHADER_STAGE_VERTEX_BIT, "main", vertexBinary)
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79 fragmentshader = device.createShader(inputs, uniforms, outputs, VK_SHADER_STAGE_FRAGMENT_BIT, "main", fragmentBinary)
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80 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat()
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81 renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2)
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82 var (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2)
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83 if res != VK_SUCCESS:
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84 raise newException(Exception, "Unable to create swapchain")
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86 var thescene = Scene(root: newEntity("scene"))
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87 thescene.setupDrawables(renderPass)
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89 echo "Setup successfull, start rendering"
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90 for i in 0 ..< 10:
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91 discard swapchain.drawScene(thescene)
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92 echo "Rendered ", swapchain.framesRendered, " frames"
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93 echo "Start cleanup"
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96 # cleanup
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97 checkVkResult device.vk.vkDeviceWaitIdle()
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98 vertexshader.destroy()
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99 fragmentshader.destroy()
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100 renderPass.destroy()
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101 swapchain.destroy()
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102 device.destroy()
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104 debugger.destroy()
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105 instance.destroy()