Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 108:70f92081d2c1
did: reorganize code
author | Sam <sam@basx.dev> |
---|---|
date | Tue, 28 Mar 2023 00:20:49 +0700 |
parents | 2d0351a68a4e |
children | 8d24727c9795 |
rev | line source |
---|---|
96 | 1 import std/options |
2 | |
93 | 3 import semicongine/vulkan |
94 | 4 import semicongine/platform/window |
98 | 5 import semicongine/math |
93 | 6 |
99
4deffc94484a
add: vertex and (initial) shader types and methods
Sam <sam@basx.dev>
parents:
98
diff
changeset
|
7 type |
4deffc94484a
add: vertex and (initial) shader types and methods
Sam <sam@basx.dev>
parents:
98
diff
changeset
|
8 Vertex = object |
4deffc94484a
add: vertex and (initial) shader types and methods
Sam <sam@basx.dev>
parents:
98
diff
changeset
|
9 pos: Vec3 |
103
1e2027dfc642
add: finally working initial approach for shader definitions
Sam <sam@basx.dev>
parents:
102
diff
changeset
|
10 FragmentInput = object |
1e2027dfc642
add: finally working initial approach for shader definitions
Sam <sam@basx.dev>
parents:
102
diff
changeset
|
11 fragpos: Vec3 |
102 | 12 Uniforms = object |
13 time: float32 | |
103
1e2027dfc642
add: finally working initial approach for shader definitions
Sam <sam@basx.dev>
parents:
102
diff
changeset
|
14 Pixel = object |
1e2027dfc642
add: finally working initial approach for shader definitions
Sam <sam@basx.dev>
parents:
102
diff
changeset
|
15 color: Vec4 |
99
4deffc94484a
add: vertex and (initial) shader types and methods
Sam <sam@basx.dev>
parents:
98
diff
changeset
|
16 |
104 | 17 proc diagnostics(instance: Instance) = |
94 | 18 # diagnostic output |
93 | 19 echo "Devices" |
20 for device in instance.getPhysicalDevices(): | |
21 echo " " & $device | |
96 | 22 echo " Rating: " & $device.rateGraphics() |
93 | 23 echo " Extensions" |
24 for extension in device.getExtensions(): | |
25 echo " " & $extension | |
96 | 26 echo " Properties" |
27 echo " " & $device.getProperties() | |
28 echo " Features" | |
29 echo " " & $device.getFeatures() | |
93 | 30 echo " Queue families" |
31 for queueFamily in device.getQueueFamilies(): | |
32 echo " " & $queueFamily | |
94 | 33 echo " Surface present modes" |
96 | 34 for mode in device.getSurfacePresentModes(): |
94 | 35 echo " " & $mode |
36 echo " Surface formats" | |
96 | 37 for format in device.getSurfaceFormats(): |
94 | 38 echo " " & $format |
93 | 39 |
104 | 40 when isMainModule: |
41 # print basic driver infos | |
42 echo "Layers" | |
43 for layer in getLayers(): | |
44 echo " " & layer | |
45 echo "Instance extensions" | |
46 for extension in getInstanceExtensions(): | |
47 echo " " & extension | |
48 | |
49 # create instance | |
50 var thewindow = createWindow("Test") | |
51 var instance = thewindow.createInstance( | |
52 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), | |
53 instanceExtensions= @["VK_EXT_debug_utils"], | |
54 layers= @["VK_LAYER_KHRONOS_validation"] | |
55 ) | |
56 var debugger = instance.createDebugMessenger() | |
57 | |
93 | 58 # create devices |
96 | 59 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() |
60 var device = instance.createDevice( | |
61 selectedPhysicalDevice, | |
62 @[], | |
63 @[], | |
64 selectedPhysicalDevice.filterForGraphicsPresentationQueues() | |
65 ) | |
66 | |
104 | 67 const vertexBinary = shaderCode[Vertex, Uniforms, FragmentInput](stage=VK_SHADER_STAGE_VERTEX_BIT, version=450, entrypoint="main", "fragpos = pos;") |
68 const fragmentBinary = shaderCode[FragmentInput, void, Pixel](stage=VK_SHADER_STAGE_FRAGMENT_BIT, version=450, entrypoint="main", "color = vec4(1, 1, 1, 0);") | |
106 | 69 var |
70 vertexshader = createShader[Vertex, Uniforms, FragmentInput](device, VK_SHADER_STAGE_VERTEX_BIT, "main", vertexBinary) | |
71 fragmentshader = createShader[FragmentInput, void, Pixel](device, VK_SHADER_STAGE_FRAGMENT_BIT, "main", fragmentBinary) | |
108 | 72 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() |
73 renderpass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) | |
74 var (swapchain, res) = device.createSwapchain(renderpass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) | |
75 if res != VK_SUCCESS: | |
76 raise newException(Exception, "Unable to create swapchain") | |
96 | 77 |
78 echo "All successfull" | |
108 | 79 for i in 0 ..< 2: |
80 discard swapchain.drawNextFrame() | |
81 echo "Rendered ", swapchain.framesRendered, " frames" | |
96 | 82 echo "Start cleanup" |
93 | 83 |
108 | 84 |
99
4deffc94484a
add: vertex and (initial) shader types and methods
Sam <sam@basx.dev>
parents:
98
diff
changeset
|
85 # cleanup |
105
4059aa0d689b
add: descriptors, better swapchain implementation
Sam <sam@basx.dev>
parents:
104
diff
changeset
|
86 checkVkResult device.vk.vkDeviceWaitIdle() |
103
1e2027dfc642
add: finally working initial approach for shader definitions
Sam <sam@basx.dev>
parents:
102
diff
changeset
|
87 vertexshader.destroy() |
1e2027dfc642
add: finally working initial approach for shader definitions
Sam <sam@basx.dev>
parents:
102
diff
changeset
|
88 fragmentshader.destroy() |
98 | 89 renderpass.destroy() |
96 | 90 swapchain.destroy() |
91 device.destroy() | |
93 | 92 |
93 debugger.destroy() | |
94 instance.destroy() |