Mercurial > games > semicongine
annotate tests/test_rendering.nim @ 1241:a0ed1a918fda
fix: letters sometimes overlapping other letters quad
author | sam <sam@basx.dev> |
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date | Mon, 22 Jul 2024 12:51:50 +0700 |
parents | 42eeb59f3a43 |
children | e8b3dc80e48e |
rev | line source |
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1 import std/os |
1231 | 2 import std/sequtils |
1232 | 3 import std/monotimes |
4 import std/times | |
1203 | 5 import std/options |
1204 | 6 import std/random |
7 | |
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8 import ../semiconginev2 |
1203 | 9 |
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10 proc test_01_triangle(time: float32) = |
1203 | 11 var renderdata = InitRenderData() |
12 | |
13 type | |
14 TrianglShader = object | |
15 position {.VertexAttribute.}: Vec3f | |
16 color {.VertexAttribute.}: Vec3f | |
17 fragmentColor {.Pass.}: Vec3f | |
18 outColor {.ShaderOutput.}: Vec4f | |
19 # code | |
20 vertexCode: string = """void main() { | |
21 fragmentColor = color; | |
22 gl_Position = vec4(position, 1);}""" | |
23 fragmentCode: string = """void main() { | |
24 outColor = vec4(fragmentColor, 1);}""" | |
25 TriangleMesh = object | |
26 position: GPUArray[Vec3f, VertexBuffer] | |
27 color: GPUArray[Vec3f, VertexBuffer] | |
28 var mesh = TriangleMesh( | |
1204 | 29 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), |
1203 | 30 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), |
31 ) | |
1204 | 32 AssignBuffers(renderdata, mesh) |
33 renderdata.FlushAllMemory() | |
1203 | 34 |
35 var | |
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36 pipeline = CreatePipeline[TrianglShader](renderPass = vulkan.swapchain.renderPass) |
1203 | 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)): |
1203 | 42 WithPipeline(commandbuffer, pipeline): |
1204 | 43 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) |
1203 | 44 |
45 # cleanup | |
1204 | 46 checkVkResult vkDeviceWaitIdle(vulkan.device) |
1203 | 47 DestroyPipeline(pipeline) |
48 DestroyRenderData(renderdata) | |
49 | |
50 | |
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51 proc test_02_triangle_quad_instanced(time: float32) = |
1204 | 52 var renderdata = InitRenderData() |
53 | |
54 type | |
55 SomeShader = object | |
56 position {.VertexAttribute.}: Vec3f | |
57 color {.VertexAttribute.}: Vec3f | |
58 pos {.InstanceAttribute.}: Vec3f | |
59 scale {.InstanceAttribute.}: float32 | |
60 fragmentColor {.Pass.}: Vec3f | |
61 outColor {.ShaderOutput.}: Vec4f | |
62 # code | |
63 vertexCode: string = """void main() { | |
64 fragmentColor = color; | |
65 gl_Position = vec4((position * scale) + pos, 1);}""" | |
66 fragmentCode: string = """void main() { | |
67 outColor = vec4(fragmentColor, 1);}""" | |
68 TriangleMesh = object | |
69 position: GPUArray[Vec3f, VertexBuffer] | |
70 color: GPUArray[Vec3f, VertexBuffer] | |
71 QuadMesh = object | |
72 position: GPUArray[Vec3f, VertexBuffer] | |
73 color: GPUArray[Vec3f, VertexBuffer] | |
74 indices: GPUArray[uint16, IndexBuffer] | |
75 Instances = object | |
76 pos: GPUArray[Vec3f, VertexBuffer] | |
77 scale: GPUArray[float32, VertexBuffer] | |
78 var tri = TriangleMesh( | |
79 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), | |
80 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), | |
81 ) | |
82 var quad = QuadMesh( | |
83 position: asGPUArray([NewVec3f(-0.3, -0.3), NewVec3f(-0.3, 0.3), NewVec3f(0.3, 0.3), NewVec3f(0.3, -0.3)], VertexBuffer), | |
84 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), | |
85 color: asGPUArray([NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1)], VertexBuffer), | |
86 ) | |
87 | |
88 var instancesA: Instances | |
89 for n in 1..100: | |
90 instancesA.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32)) | |
91 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32) | |
92 var instancesB: Instances | |
93 for n in 1..100: | |
94 instancesB.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32)) | |
95 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32) | |
96 | |
97 AssignBuffers(renderdata, tri) | |
98 AssignBuffers(renderdata, quad) | |
99 AssignBuffers(renderdata, instancesA) | |
100 AssignBuffers(renderdata, instancesB) | |
101 renderdata.FlushAllMemory() | |
102 | |
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103 var pipeline = CreatePipeline[SomeShader](renderPass = vulkan.swapchain.renderPass) |
1204 | 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)): |
1204 | 109 WithPipeline(commandbuffer, pipeline): |
110 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesA) | |
111 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesB) | |
112 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesA) | |
113 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesB) | |
114 | |
115 # cleanup | |
116 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
117 DestroyPipeline(pipeline) | |
118 DestroyRenderData(renderdata) | |
119 | |
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120 proc test_03_simple_descriptorset(time: float32) = |
1210 | 121 var renderdata = InitRenderData() |
122 | |
123 type | |
124 Material = object | |
125 baseColor: Vec3f | |
126 | |
127 Uniforms = object | |
128 material: GPUValue[Material, UniformBuffer] | |
1228 | 129 texture1: Image[TVec4[uint8]] |
1210 | 130 |
131 QuadShader = object | |
132 position {.VertexAttribute.}: Vec3f | |
133 fragmentColor {.Pass.}: Vec3f | |
134 uv {.Pass.}: Vec2f | |
135 outColor {.ShaderOutput.}: Vec4f | |
136 descriptorSets {.DescriptorSets.}: (Uniforms, ) | |
137 # code | |
138 vertexCode: string = """void main() { | |
139 fragmentColor = material.baseColor; | |
140 gl_Position = vec4(position, 1); | |
141 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5; | |
142 uv = position.xy + 0.5; | |
143 }""" | |
144 fragmentCode: string = """void main() { | |
145 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}""" | |
146 QuadMesh = object | |
147 position: GPUArray[Vec3f, VertexBuffer] | |
148 indices: GPUArray[uint16, IndexBuffer] | |
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]) |
1210 | 154 var |
155 quad = QuadMesh( | |
156 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), | |
157 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), | |
158 ) | |
159 uniforms1 = asDescriptorSet( | |
160 Uniforms( | |
161 material: asGPUValue(Material(baseColor: NewVec3f(1, 1, 1)), UniformBuffer), | |
1228 | 162 texture1: Image[TVec4[uint8]](width: 3, height: 3, data: @[R, G, B, G, B, R, B, R, G], interpolation: VK_FILTER_NEAREST), |
1210 | 163 ) |
164 ) | |
165 uniforms2 = asDescriptorSet( | |
166 Uniforms( | |
167 material: asGPUValue(Material(baseColor: NewVec3f(0.5, 0.5, 0.5)), UniformBuffer), | |
1228 | 168 texture1: Image[TVec4[uint8]](width: 2, height: 2, data: @[R, G, B, W]), |
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169 ) |
1210 | 170 ) |
171 | |
172 AssignBuffers(renderdata, quad) | |
173 AssignBuffers(renderdata, uniforms1) | |
174 AssignBuffers(renderdata, uniforms2) | |
1228 | 175 UploadImages(renderdata, uniforms1) |
176 UploadImages(renderdata, uniforms2) | |
1210 | 177 renderdata.FlushAllMemory() |
178 | |
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179 var pipeline = CreatePipeline[QuadShader](renderPass = vulkan.swapchain.renderPass) |
1210 | 180 |
181 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) | |
182 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2) | |
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)): |
1210 | 188 WithPipeline(commandbuffer, pipeline): |
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189 WithBind(commandbuffer, (uniforms1, ), pipeline): |
1210 | 190 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
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191 WithBind(commandbuffer, (uniforms2, ), pipeline): |
1210 | 192 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
193 | |
194 # cleanup | |
195 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
196 DestroyPipeline(pipeline) | |
197 DestroyRenderData(renderdata) | |
198 | |
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199 proc test_04_multiple_descriptorsets(time: float32) = |
1204 | 200 var renderdata = InitRenderData() |
1203 | 201 |
1204 | 202 type |
203 RenderSettings = object | |
1209 | 204 brigthness: float32 |
1210 | 205 Material = object |
206 baseColor: Vec3f | |
1209 | 207 ObjectSettings = object |
1210 | 208 scale: float32 |
209 materialIndex: uint32 | |
210 Constants = object | |
211 offset: Vec2f | |
212 | |
213 ConstSet = object | |
214 constants: GPUValue[Constants, UniformBuffer] | |
1209 | 215 MainSet = object |
216 renderSettings: GPUValue[RenderSettings, UniformBufferMapped] | |
1210 | 217 material: array[2, GPUValue[Material, UniformBuffer]] |
1228 | 218 texture1: array[2, Image[TVec1[uint8]]] |
1209 | 219 OtherSet = object |
1210 | 220 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped] |
1209 | 221 |
1204 | 222 QuadShader = object |
223 position {.VertexAttribute.}: Vec3f | |
224 fragmentColor {.Pass.}: Vec3f | |
1210 | 225 uv {.Pass.}: Vec2f |
1204 | 226 outColor {.ShaderOutput.}: Vec4f |
1210 | 227 descriptorSets {.DescriptorSets.}: (ConstSet, MainSet, OtherSet) |
1204 | 228 # code |
229 vertexCode: string = """void main() { | |
1210 | 230 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness; |
231 gl_Position = vec4(position * objectSettings.scale, 1); | |
232 gl_Position.xy += constants.offset.xy; | |
233 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5; | |
234 uv = position.xy + 0.5; | |
235 }""" | |
1204 | 236 fragmentCode: string = """void main() { |
1210 | 237 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1); |
238 }""" | |
1204 | 239 QuadMesh = object |
240 position: GPUArray[Vec3f, VertexBuffer] | |
241 indices: GPUArray[uint16, IndexBuffer] | |
1203 | 242 |
1204 | 243 var quad = QuadMesh( |
1209 | 244 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), |
1204 | 245 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
1209 | 246 ) |
1210 | 247 var constset = asDescriptorSet( |
248 ConstSet( | |
249 constants: asGPUValue(Constants(offset: NewVec2f(-0.3, 0.2)), UniformBuffer), | |
250 ) | |
251 ) | |
252 let G = TVec1[uint8]([50'u8]) | |
253 let W = TVec1[uint8]([255'u8]) | |
254 var mainset = asDescriptorSet( | |
1209 | 255 MainSet( |
256 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped), | |
1210 | 257 material: [ |
258 asGPUValue(Material(baseColor: NewVec3f(1, 1, 0)), UniformBuffer), | |
259 asGPUValue(Material(baseColor: NewVec3f(1, 0, 1)), UniformBuffer), | |
260 ], | |
261 texture1: [ | |
1228 | 262 Image[TVec1[uint8]](width: 2, height: 2, data: @[W, G, G, W], interpolation: VK_FILTER_NEAREST), |
263 Image[TVec1[uint8]](width: 3, height: 3, data: @[W, G, W, G, W, G, W, G, W], interpolation: VK_FILTER_NEAREST), | |
1210 | 264 ], |
265 ), | |
266 ) | |
267 var otherset1 = asDescriptorSet( | |
268 OtherSet( | |
269 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped), | |
1209 | 270 ) |
1204 | 271 ) |
1210 | 272 var otherset2 = asDescriptorSet( |
1209 | 273 OtherSet( |
1210 | 274 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped), |
1209 | 275 ) |
1204 | 276 ) |
1209 | 277 |
1204 | 278 AssignBuffers(renderdata, quad) |
1210 | 279 AssignBuffers(renderdata, constset) |
280 AssignBuffers(renderdata, mainset) | |
281 AssignBuffers(renderdata, otherset1) | |
282 AssignBuffers(renderdata, otherset2) | |
1228 | 283 UploadImages(renderdata, mainset) |
1204 | 284 renderdata.FlushAllMemory() |
285 | |
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286 var pipeline = CreatePipeline[QuadShader](renderPass = vulkan.swapchain.renderPass) |
1204 | 287 |
1210 | 288 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset) |
289 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset) | |
290 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1) | |
291 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2) | |
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292 |
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293 var start = getMonoTime() |
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294 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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295 TimeAndLog: |
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296 WithNextFrame(framebuffer, commandbuffer): |
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297 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): |
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298 WithPipeline(commandbuffer, pipeline): |
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299 WithBind(commandbuffer, (constset, mainset, otherset1), pipeline): |
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300 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
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301 WithBind(commandbuffer, (constset, mainset, otherset2), pipeline): |
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302 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
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303 mainset.data.renderSettings.data.brigthness = ((getMonoTime() - start).inMilliseconds().int / 1000) / time |
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304 otherset1.data.objectSettings.data.scale = 0.5 + ((getMonoTime() - start).inMilliseconds().int / 1000) / time |
1210 | 305 UpdateGPUBuffer(mainset.data.renderSettings) |
306 UpdateGPUBuffer(otherset1.data.objectSettings) | |
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307 renderdata.FlushAllMemory() |
1204 | 308 |
309 # cleanup | |
1203 | 310 checkVkResult vkDeviceWaitIdle(vulkan.device) |
1204 | 311 DestroyPipeline(pipeline) |
312 DestroyRenderData(renderdata) | |
313 | |
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314 proc test_05_cube(time: float32) = |
1231 | 315 type |
316 | |
317 UniformData = object | |
1232 | 318 mvp: Mat4 |
1231 | 319 Uniforms = object |
320 data: GPUValue[UniformData, UniformBufferMapped] | |
321 CubeShader = object | |
322 position {.VertexAttribute.}: Vec3f | |
323 color {.VertexAttribute.}: Vec4f | |
324 fragmentColor {.Pass.}: Vec4f | |
325 outColor {.ShaderOutput.}: Vec4f | |
326 descriptorSets {.DescriptorSets.}: (Uniforms, ) | |
327 # code | |
328 vertexCode = """void main() { | |
329 fragmentColor = color; | |
1232 | 330 gl_Position = vec4(position, 1) * data.mvp; |
1231 | 331 }""" |
332 fragmentCode = """void main() { | |
333 outColor = fragmentColor; | |
334 }""" | |
335 Mesh = object | |
336 position: GPUArray[Vec3f, VertexBuffer] | |
337 normals: GPUArray[Vec3f, VertexBuffer] | |
338 color: GPUArray[Vec4f, VertexBuffer] | |
339 | |
340 let quad = @[ | |
341 NewVec3f(-0.5, -0.5), NewVec3f(-0.5, +0.5), NewVec3f(+0.5, +0.5), | |
342 NewVec3f(+0.5, +0.5), NewVec3f(+0.5, -0.5), NewVec3f(-0.5, -0.5), | |
343 ] | |
1232 | 344 proc transf(data: seq[Vec3f], mat: Mat4): seq[Vec3f] = |
1231 | 345 for v in data: |
1232 | 346 result.add mat * v |
1231 | 347 |
348 var | |
349 vertices: seq[Vec3f] | |
350 colors: seq[Vec4f] | |
351 normals: seq[Vec3f] | |
352 | |
353 # front, red | |
354 vertices.add quad.transf(Translate(0, 0, -0.5)) | |
355 colors.add newSeqWith(6, NewVec4f(1, 0, 0, 1)) | |
356 normals.add newSeqWith(6, NewVec3f(0, 0, -1)) | |
357 | |
358 # back, cyan | |
359 vertices.add quad.transf(Rotate(PI, Y) * Translate(0, 0, -0.5)) | |
360 colors.add newSeqWith(6, NewVec4f(0, 1, 1, 1)) | |
361 normals.add newSeqWith(6, NewVec3f(0, 0, 1)) | |
362 | |
363 # right, green | |
364 vertices.add quad.transf(Rotate(PI / 2, Y) * Translate(0, 0, -0.5)) | |
365 colors.add newSeqWith(6, NewVec4f(0, 1, 0, 1)) | |
366 normals.add newSeqWith(6, NewVec3f(-1, 0, 0)) | |
367 | |
368 # left, magenta | |
369 vertices.add quad.transf(Rotate(-PI / 2, Y) * Translate(0, 0, -0.5)) | |
370 colors.add newSeqWith(6, NewVec4f(1, 0, 1, 1)) | |
371 normals.add newSeqWith(6, NewVec3f(1, 0, 0)) | |
372 | |
373 # bottom, blue | |
374 vertices.add quad.transf(Rotate(PI / 2, X) * Translate(0, 0, -0.5)) | |
375 colors.add newSeqWith(6, NewVec4f(0, 0, 1, 1)) | |
376 normals.add newSeqWith(6, NewVec3f(0, -1, 0)) | |
377 | |
378 # top, yellow | |
379 vertices.add quad.transf(Rotate(-PI / 2, X) * Translate(0, 0, -0.5)) | |
380 colors.add newSeqWith(6, NewVec4f(1, 1, 0, 1)) | |
381 normals.add newSeqWith(6, NewVec3f(0, 1, 0)) | |
382 | |
383 var renderdata = InitRenderData() | |
384 | |
385 var mesh = Mesh( | |
386 position: asGPUArray(vertices, VertexBuffer), | |
387 color: asGPUArray(colors, VertexBuffer), | |
388 normals: asGPUArray(normals, VertexBuffer), | |
389 ) | |
390 AssignBuffers(renderdata, mesh) | |
391 | |
392 var floor = Mesh( | |
393 position: asGPUArray(quad.transf(Scale(10, 10, 10) * Rotate(-PI / 2, X) * Translate(0, 0, 0.05)), VertexBuffer), | |
394 color: asGPUArray(newSeqWith(6, NewVec4f(0.1, 0.1, 0.1, 1)), VertexBuffer), | |
395 normals: asGPUArray(newSeqWith(6, Y), VertexBuffer), | |
396 ) | |
397 AssignBuffers(renderdata, floor) | |
398 | |
399 var uniforms1 = asDescriptorSet( | |
400 Uniforms( | |
1232 | 401 data: asGPUValue(UniformData(mvp: Unit4), UniformBufferMapped) |
1231 | 402 ) |
403 ) | |
404 AssignBuffers(renderdata, uniforms1) | |
405 | |
406 renderdata.FlushAllMemory() | |
407 | |
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408 var pipeline = CreatePipeline[CubeShader](renderPass = vulkan.swapchain.renderPass) |
1231 | 409 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) |
410 | |
1232 | 411 var tStart = getMonoTime() |
412 var t = tStart | |
1231 | 413 |
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414 var start = getMonoTime() |
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415 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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416 let tStartLoop = getMonoTime() - tStart |
1232 | 417 |
418 uniforms1.data.data.data.mvp = ( | |
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419 Perspective(-PI / 2, GetAspectRatio(), 0.01, 100) * |
1232 | 420 Translate(0, 0, 2) * |
421 Rotate(PI / 4, X) * | |
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422 Rotate(PI * 0.1 * (tStartLoop.inMicroseconds() / 1_000_000), Y) |
1232 | 423 ) |
1231 | 424 UpdateGPUBuffer(uniforms1.data.data, flush = true) |
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425 WithNextFrame(framebuffer, commandbuffer): |
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426 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): |
1231 | 427 WithPipeline(commandbuffer, pipeline): |
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428 WithBind(commandbuffer, (uniforms1, ), pipeline): |
1231 | 429 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) |
430 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = floor) | |
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431 |
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432 let tEndLoop = getMonoTime() - tStart |
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433 let looptime = tEndLoop - tStartLoop |
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434 let waitTime = 16_666 - looptime.inMicroseconds |
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435 if waitTime > 0: |
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436 sleep((waitTime / 1000).int) |
1231 | 437 |
438 # cleanup | |
439 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
440 DestroyPipeline(pipeline) | |
441 DestroyRenderData(renderdata) | |
442 | |
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443 proc test_06_different_draw_modes(time: float32) = |
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444 var renderdata = InitRenderData() |
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445 |
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446 type |
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447 Shader = object |
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448 position {.VertexAttribute.}: Vec3f |
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449 color {.VertexAttribute.}: Vec3f |
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450 fragmentColor {.Pass.}: Vec3f |
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451 outColor {.ShaderOutput.}: Vec4f |
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452 # code |
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453 vertexCode: string = """void main() { |
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454 gl_PointSize = 100; |
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455 fragmentColor = color; |
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456 gl_Position = vec4(position, 1);}""" |
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457 fragmentCode: string = """void main() { |
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458 outColor = vec4(fragmentColor, 1);}""" |
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459 TriangleMesh = object |
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460 position: GPUArray[Vec3f, VertexBuffer] |
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461 color: GPUArray[Vec3f, VertexBuffer] |
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462 var triangle = TriangleMesh( |
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463 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), |
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464 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), |
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465 ) |
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466 var lines = TriangleMesh( |
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467 position: asGPUArray([NewVec3f(-0.9, 0), NewVec3f(-0.05, -0.9), NewVec3f(0.05, -0.9), NewVec3f(0.9, 0)], VertexBuffer), |
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468 color: asGPUArray([NewVec3f(1, 1, 0), NewVec3f(1, 1, 0), NewVec3f(0, 1, 0), NewVec3f(0, 1, 0)], VertexBuffer), |
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469 ) |
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470 AssignBuffers(renderdata, triangle) |
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471 AssignBuffers(renderdata, lines) |
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472 renderdata.FlushAllMemory() |
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473 |
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474 var pipeline1 = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, polygonMode = VK_POLYGON_MODE_LINE, lineWidth = 20'f32) |
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475 var pipeline2 = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, polygonMode = VK_POLYGON_MODE_POINT) |
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476 var pipeline3 = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST, lineWidth = 5) |
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477 var pipeline4 = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST) |
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478 |
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479 var start = getMonoTime() |
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480 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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481 WithNextFrame(framebuffer, commandbuffer): |
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482 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): |
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483 WithPipeline(commandbuffer, pipeline1): |
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484 Render(commandbuffer = commandbuffer, pipeline = pipeline1, mesh = triangle) |
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485 WithPipeline(commandbuffer, pipeline2): |
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486 Render(commandbuffer = commandbuffer, pipeline = pipeline2, mesh = triangle) |
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487 WithPipeline(commandbuffer, pipeline3): |
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488 Render(commandbuffer = commandbuffer, pipeline = pipeline3, mesh = lines) |
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489 WithPipeline(commandbuffer, pipeline4): |
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490 Render(commandbuffer = commandbuffer, pipeline = pipeline4, mesh = lines) |
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491 |
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492 # cleanup |
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493 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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494 DestroyPipeline(pipeline1) |
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495 DestroyPipeline(pipeline2) |
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496 DestroyPipeline(pipeline3) |
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497 DestroyPipeline(pipeline4) |
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498 DestroyRenderData(renderdata) |
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499 |
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500 proc test_07_triangle_2pass(time: float32, depthBuffer: bool, samples: VkSampleCountFlagBits) = |
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501 var (offscreenRP, presentRP) = CreateIndirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples) |
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502 |
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503 SetupSwapchain(renderpass = presentRP) |
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504 |
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505 var renderdata = InitRenderData() |
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506 |
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507 type |
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508 Uniforms = object |
1228 | 509 frameTexture: Image[TVec4[uint8]] |
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510 TriangleShader = object |
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511 position {.VertexAttribute.}: Vec3f |
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512 color {.VertexAttribute.}: Vec3f |
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513 fragmentColor {.Pass.}: Vec3f |
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514 outColor {.ShaderOutput.}: Vec4f |
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515 # code |
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516 vertexCode: string = """void main() { |
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517 fragmentColor = color; |
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518 gl_Position = vec4(position, 1);}""" |
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519 fragmentCode: string = """void main() { |
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520 outColor = vec4(fragmentColor, 1);}""" |
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521 PresentShader = object |
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522 position {.VertexAttribute.}: Vec2f |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
523 uv {.Pass.}: Vec2f |
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add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
524 outColor {.ShaderOutput.}: Vec4f |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
525 descriptorSets {.DescriptorSets.}: (Uniforms, ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
526 # code |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
527 vertexCode: string = """void main() { |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
528 uv = ((position + 1) * 0.5) * vec2(1, -1); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
529 gl_Position = vec4(position, 0, 1);}""" |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
530 fragmentCode: string = """void main() { |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
531 vec2 uv1 = uv + vec2(0.001, 0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
532 vec2 uv2 = uv + vec2(0.001, -0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
533 vec2 uv3 = uv + vec2(-0.001, 0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
534 vec2 uv4 = uv + vec2(-0.001, -0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
535 outColor = ( |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
536 texture(frameTexture, uv1) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
537 texture(frameTexture, uv2) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
538 texture(frameTexture, uv3) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
539 texture(frameTexture, uv4) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
540 ) / 4; |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
541 }""" |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
542 TriangleMesh = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
543 position: GPUArray[Vec3f, VertexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
544 color: GPUArray[Vec3f, VertexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
545 QuadMesh = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
546 position: GPUArray[Vec2f, VertexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
547 indices: GPUArray[uint16, IndexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
548 var mesh = TriangleMesh( |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
549 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
|
550 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
|
551 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
552 var quad = QuadMesh( |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
553 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
|
554 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
|
555 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
556 var uniforms1 = asDescriptorSet( |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
557 Uniforms( |
1239
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
558 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
|
559 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
560 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
561 AssignBuffers(renderdata, mesh) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
562 AssignBuffers(renderdata, quad) |
1228 | 563 UploadImages(renderdata, uniforms1) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
564 renderdata.FlushAllMemory() |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
565 |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
566 var |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
567 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
|
568 presentPipeline = CreatePipeline[PresentShader](renderPass = presentRP) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
569 |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
570 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
|
571 |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
572 # 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
|
573 var |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
574 depthImage: VkImage |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
575 depthImageView: VkImageView |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
576 depthMemory: VkDeviceMemory |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
577 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
|
578 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
|
579 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
|
580 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
|
581 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
|
582 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
|
583 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
|
584 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
585 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
|
586 depthMemory = svkAllocateMemory( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
587 requirements.size, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
588 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
|
589 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
590 checkVkResult vkBindImageMemory( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
591 vulkan.device, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
592 depthImage, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
593 depthMemory, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
594 0, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
595 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
596 depthImageView = svkCreate2DImageView( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
597 image = depthImage, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
598 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
|
599 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
|
600 ) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
601 |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
602 # 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
|
603 var |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
604 msaaImage: VkImage |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
605 msaaImageView: VkImageView |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
606 msaaMemory: VkDeviceMemory |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
607 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
|
608 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
|
609 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
|
610 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
|
611 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
|
612 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
|
613 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
|
614 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
615 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
|
616 msaaMemory = svkAllocateMemory( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
617 requirements.size, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
618 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
|
619 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
620 checkVkResult vkBindImageMemory( |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
621 vulkan.device, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
622 msaaImage, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
623 msaaMemory, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
624 0, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
625 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
626 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
|
627 |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
628 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
|
629 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
|
630 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
|
631 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
|
632 else: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
633 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
|
634 else: |
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635 if offscreenRP.depthBuffer: |
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636 attachments = @[msaaImageView, depthImageView, uniforms1.data.frameTexture.imageview] |
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637 else: |
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638 attachments = @[msaaImageView, uniforms1.data.frameTexture.imageview] |
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639 var offscreenFB = svkCreateFramebuffer( |
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640 offscreenRP.vk, |
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641 vulkan.swapchain.width, |
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642 vulkan.swapchain.height, |
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643 attachments |
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644 ) |
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645 |
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646 var start = getMonoTime() |
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647 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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648 |
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649 TimeAndLog: |
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650 WithNextFrame(framebuffer, commandbuffer): |
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651 |
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652 WithRenderPass(offscreenRP, offscreenFB, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): |
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653 WithPipeline(commandbuffer, drawPipeline): |
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654 Render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh) |
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655 |
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656 WithRenderPass(presentRP, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): |
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657 WithPipeline(commandbuffer, presentPipeline): |
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658 WithBind(commandbuffer, (uniforms1, ), presentPipeline): |
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659 Render(commandbuffer = commandbuffer, pipeline = presentPipeline, mesh = quad) |
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660 |
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661 # cleanup |
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662 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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663 DestroyPipeline(presentPipeline) |
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664 DestroyPipeline(drawPipeline) |
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665 DestroyRenderData(renderdata) |
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666 if depthImage.Valid: |
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667 vkDestroyImageView(vulkan.device, depthImageView, nil) |
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668 vkDestroyImage(vulkan.device, depthImage, nil) |
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669 vkFreeMemory(vulkan.device, depthMemory, nil) |
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670 if msaaImage.Valid: |
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671 vkDestroyImageView(vulkan.device, msaaImageView, nil) |
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672 vkDestroyImage(vulkan.device, msaaImage, nil) |
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673 vkFreeMemory(vulkan.device, msaaMemory, nil) |
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674 vkDestroyRenderPass(vulkan.device, offscreenRP.vk, nil) |
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675 vkDestroyRenderPass(vulkan.device, presentRP.vk, nil) |
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676 vkDestroyFramebuffer(vulkan.device, offscreenFB, nil) |
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677 ClearSwapchain() |
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678 |
1204 | 679 when isMainModule: |
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680 var time = 1'f32 |
1204 | 681 InitVulkan() |
682 | |
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683 var mainRenderpass: RenderPass |
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684 var renderPasses = [ |
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685 (depthBuffer: false, samples: VK_SAMPLE_COUNT_1_BIT), |
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686 (depthBuffer: false, samples: VK_SAMPLE_COUNT_4_BIT), |
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687 (depthBuffer: true, samples: VK_SAMPLE_COUNT_1_BIT), |
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688 (depthBuffer: true, samples: VK_SAMPLE_COUNT_4_BIT), |
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689 ] |
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690 |
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691 |
1204 | 692 # test normal |
1230 | 693 for i, (depthBuffer, samples) in renderPasses: |
694 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples) | |
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695 SetupSwapchain(renderpass = renderpass) |
1204 | 696 |
1230 | 697 # tests a simple triangle with minimalistic shader and vertex format |
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698 test_01_triangle(time) |
1230 | 699 |
700 # tests instanced triangles and quads, mixing meshes and instances | |
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701 test_02_triangle_quad_instanced(time) |
1210 | 702 |
1230 | 703 # teste descriptor sets |
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704 test_03_simple_descriptorset(time) |
1204 | 705 |
1230 | 706 # tests multiple descriptor sets and arrays |
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707 test_04_multiple_descriptorsets(time) |
1231 | 708 |
709 # rotating cube | |
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710 test_05_cube(time) |
1204 | 711 |
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712 # different draw modes (lines, points, and topologies) |
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713 test_06_different_draw_modes(time) |
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714 |
1230 | 715 checkVkResult vkDeviceWaitIdle(vulkan.device) |
716 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil) | |
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717 ClearSwapchain() |
1204 | 718 |
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719 # test multiple render passes |
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720 for i, (depthBuffer, samples) in renderPasses: |
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721 test_07_triangle_2pass(time, depthBuffer, samples) |
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722 |
1203 | 723 DestroyVulkan() |