Mercurial > games > semicongine
annotate tests/test_rendering.nim @ 1441:b17d2b1ffc20
fix: improve alsa error handling on linux
author | sam <sam@basx.dev> |
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date | Sun, 16 Feb 2025 21:15:13 +0700 |
parents | 676fc13685a9 |
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rev | line source |
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1 import std/os |
1231 | 2 import std/sequtils |
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3 import std/math |
1232 | 4 import std/monotimes |
5 import std/times | |
1203 | 6 import std/options |
1204 | 7 import std/random |
8 | |
1267 | 9 import ../semicongine |
1427 | 10 import ../semicongine/rendering |
11 import ../semicongine/input | |
12 import ../semicongine/loaders | |
1203 | 13 |
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14 proc test_01_triangle(time: float32, renderPass: RenderPass) = |
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15 var renderdata = initRenderData() |
1203 | 16 |
17 type | |
1252 | 18 PushConstant = object |
19 scale: float32 | |
1332 | 20 |
1242 | 21 Shader = object |
1203 | 22 position {.VertexAttribute.}: Vec3f |
23 color {.VertexAttribute.}: Vec3f | |
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24 pushConstant {.PushConstant.}: PushConstant |
1203 | 25 fragmentColor {.Pass.}: Vec3f |
26 outColor {.ShaderOutput.}: Vec4f | |
27 # code | |
1332 | 28 vertexCode: string = |
29 """void main() { | |
1203 | 30 fragmentColor = color; |
1252 | 31 gl_Position = vec4(position * pushConstant.scale, 1);}""" |
1332 | 32 fragmentCode: string = |
33 """void main() { | |
1203 | 34 outColor = vec4(fragmentColor, 1);}""" |
1332 | 35 |
1203 | 36 TriangleMesh = object |
37 position: GPUArray[Vec3f, VertexBuffer] | |
38 color: GPUArray[Vec3f, VertexBuffer] | |
1332 | 39 |
1203 | 40 var mesh = TriangleMesh( |
1332 | 41 position: asGPUArray( |
42 [vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer | |
43 ), | |
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44 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
1203 | 45 ) |
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46 assignBuffers(renderdata, mesh) |
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47 renderdata.flushAllMemory() |
1203 | 48 |
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49 var pipeline = createPipeline(Shader(), renderPass = renderPass) |
1203 | 50 |
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51 var start = getMonoTime() |
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52 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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53 withNextFrame(framebuffer, commandbuffer): |
1332 | 54 withRenderPass( |
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55 renderPass, |
1332 | 56 framebuffer, |
57 commandbuffer, | |
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58 frameWidth(), |
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59 frameHeight(), |
1332 | 60 vec4(0, 0, 0, 0), |
61 ): | |
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62 withPipeline(commandbuffer, pipeline): |
1332 | 63 renderWithPushConstant( |
64 commandbuffer = commandbuffer, | |
65 pipeline = pipeline, | |
66 mesh = mesh, | |
67 pushConstant = PushConstant( | |
68 scale: 0.3 + ((getMonoTime() - start).inMilliseconds().int / 1000) | |
69 ), | |
70 ) | |
1203 | 71 |
72 # cleanup | |
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73 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
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74 destroyPipeline(pipeline) |
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75 destroyRenderData(renderdata) |
1203 | 76 |
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77 proc test_02_triangle_quad_instanced(time: float32, renderPass: RenderPass) = |
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78 var renderdata = initRenderData() |
1204 | 79 |
80 type | |
81 SomeShader = object | |
82 position {.VertexAttribute.}: Vec3f | |
83 color {.VertexAttribute.}: Vec3f | |
84 pos {.InstanceAttribute.}: Vec3f | |
85 scale {.InstanceAttribute.}: float32 | |
86 fragmentColor {.Pass.}: Vec3f | |
87 outColor {.ShaderOutput.}: Vec4f | |
88 # code | |
1332 | 89 vertexCode: string = |
90 """void main() { | |
1204 | 91 fragmentColor = color; |
92 gl_Position = vec4((position * scale) + pos, 1);}""" | |
1332 | 93 fragmentCode: string = |
94 """void main() { | |
1204 | 95 outColor = vec4(fragmentColor, 1);}""" |
1332 | 96 |
1204 | 97 TriangleMesh = object |
98 position: GPUArray[Vec3f, VertexBuffer] | |
99 color: GPUArray[Vec3f, VertexBuffer] | |
1332 | 100 |
1204 | 101 QuadMesh = object |
102 position: GPUArray[Vec3f, VertexBuffer] | |
103 color: GPUArray[Vec3f, VertexBuffer] | |
104 indices: GPUArray[uint16, IndexBuffer] | |
1332 | 105 |
1204 | 106 Instances = object |
107 pos: GPUArray[Vec3f, VertexBuffer] | |
108 scale: GPUArray[float32, VertexBuffer] | |
1332 | 109 |
1204 | 110 var tri = TriangleMesh( |
1332 | 111 position: asGPUArray( |
112 [vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer | |
113 ), | |
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114 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
1204 | 115 ) |
116 var quad = QuadMesh( | |
1332 | 117 position: asGPUArray( |
118 [vec3(-0.3, -0.3, 0), vec3(-0.3, 0.3, 0), vec3(0.3, 0.3, 0), vec3(0.3, -0.3, 0)], | |
119 VertexBuffer, | |
120 ), | |
1204 | 121 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
1332 | 122 color: asGPUArray( |
123 [vec3(1, 1, 1), vec3(1, 1, 1), vec3(1, 1, 1), vec3(1, 1, 1)], VertexBuffer | |
124 ), | |
1204 | 125 ) |
126 | |
127 var instancesA: Instances | |
1332 | 128 for n in 1 .. 100: |
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129 instancesA.pos.data.add vec3(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32), 0) |
1204 | 130 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32) |
131 var instancesB: Instances | |
1332 | 132 for n in 1 .. 100: |
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133 instancesB.pos.data.add vec3(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32), 0) |
1204 | 134 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32) |
135 | |
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136 assignBuffers(renderdata, tri) |
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137 assignBuffers(renderdata, quad) |
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138 assignBuffers(renderdata, instancesA) |
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139 assignBuffers(renderdata, instancesB) |
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140 renderdata.flushAllMemory() |
1204 | 141 |
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142 var pipeline = createPipeline(SomeShader(), renderPass = renderPass) |
1204 | 143 |
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144 var start = getMonoTime() |
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145 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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146 withNextFrame(framebuffer, commandbuffer): |
1332 | 147 withRenderPass( |
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148 renderPass, |
1332 | 149 framebuffer, |
150 commandbuffer, | |
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151 frameWidth(), |
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152 frameHeight(), |
1332 | 153 vec4(0, 0, 0, 0), |
154 ): | |
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155 withPipeline(commandbuffer, pipeline): |
1332 | 156 render( |
157 commandbuffer = commandbuffer, | |
158 pipeline = pipeline, | |
159 mesh = quad, | |
160 instances = instancesA, | |
161 ) | |
162 render( | |
163 commandbuffer = commandbuffer, | |
164 pipeline = pipeline, | |
165 mesh = quad, | |
166 instances = instancesB, | |
167 ) | |
168 render( | |
169 commandbuffer = commandbuffer, | |
170 pipeline = pipeline, | |
171 mesh = tri, | |
172 instances = instancesA, | |
173 ) | |
174 render( | |
175 commandbuffer = commandbuffer, | |
176 pipeline = pipeline, | |
177 mesh = tri, | |
178 instances = instancesB, | |
179 ) | |
1204 | 180 |
181 # cleanup | |
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182 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
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183 destroyPipeline(pipeline) |
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184 destroyRenderData(renderdata) |
1204 | 185 |
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186 proc test_03_simple_descriptorset(time: float32, renderPass: RenderPass) = |
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187 var renderdata = initRenderData() |
1210 | 188 |
189 type | |
190 Material = object | |
191 baseColor: Vec3f | |
192 | |
193 Uniforms = object | |
194 material: GPUValue[Material, UniformBuffer] | |
1252 | 195 texture1: Image[BGRA] |
1210 | 196 |
197 QuadShader = object | |
198 position {.VertexAttribute.}: Vec3f | |
199 fragmentColor {.Pass.}: Vec3f | |
200 uv {.Pass.}: Vec2f | |
201 outColor {.ShaderOutput.}: Vec4f | |
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202 descriptorSets {.DescriptorSet: 0.}: Uniforms |
1210 | 203 # code |
1332 | 204 vertexCode: string = |
205 """void main() { | |
1210 | 206 fragmentColor = material.baseColor; |
207 gl_Position = vec4(position, 1); | |
208 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5; | |
209 uv = position.xy + 0.5; | |
210 }""" | |
1332 | 211 fragmentCode: string = |
212 """void main() { | |
1210 | 213 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}""" |
1332 | 214 |
1210 | 215 QuadMesh = object |
216 position: GPUArray[Vec3f, VertexBuffer] | |
217 indices: GPUArray[uint16, IndexBuffer] | |
218 | |
1252 | 219 let R = BGRA([255'u8, 0'u8, 0'u8, 255'u8]) |
220 let G = BGRA([0'u8, 255'u8, 0'u8, 255'u8]) | |
221 let B = BGRA([0'u8, 0'u8, 255'u8, 255'u8]) | |
222 let W = BGRA([255'u8, 255'u8, 255'u8, 255'u8]) | |
1210 | 223 var |
224 quad = QuadMesh( | |
1332 | 225 position: asGPUArray( |
226 [vec3(-0.5, -0.5, 0), vec3(-0.5, 0.5, 0), vec3(0.5, 0.5, 0), vec3(0.5, -0.5, 0)], | |
227 VertexBuffer, | |
228 ), | |
1210 | 229 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
230 ) | |
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231 uniforms1 = asDescriptorSetData( |
1210 | 232 Uniforms( |
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233 material: asGPUValue(Material(baseColor: vec3(1, 1, 1)), UniformBuffer), |
1332 | 234 texture1: Image[BGRA]( |
235 width: 3, | |
236 height: 3, | |
237 data: @[R, G, B, G, B, R, B, R, G], | |
238 minInterpolation: VK_FILTER_NEAREST, | |
239 magInterpolation: VK_FILTER_NEAREST, | |
240 ), | |
1210 | 241 ) |
242 ) | |
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243 uniforms2 = asDescriptorSetData( |
1210 | 244 Uniforms( |
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245 material: asGPUValue(Material(baseColor: vec3(0.5, 0.5, 0.5)), UniformBuffer), |
1252 | 246 texture1: Image[BGRA](width: 2, height: 2, data: @[R, G, B, W]), |
1332 | 247 ) |
1210 | 248 ) |
249 | |
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250 assignBuffers(renderdata, quad) |
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251 assignBuffers(renderdata, uniforms1) |
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252 assignBuffers(renderdata, uniforms2) |
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253 uploadImages(renderdata, uniforms1) |
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254 uploadImages(renderdata, uniforms2) |
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255 renderdata.flushAllMemory() |
1210 | 256 |
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257 var pipeline = createPipeline(QuadShader(), renderPass = renderPass) |
1210 | 258 |
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259 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) |
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260 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2) |
1210 | 261 |
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262 var start = getMonoTime() |
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263 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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264 withNextFrame(framebuffer, commandbuffer): |
1332 | 265 withRenderPass( |
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266 renderPass, |
1332 | 267 framebuffer, |
268 commandbuffer, | |
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269 frameWidth(), |
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270 frameHeight(), |
1332 | 271 vec4(0, 0, 0, 0), |
272 ): | |
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273 withPipeline(commandbuffer, pipeline): |
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274 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline) |
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275 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1242 | 276 |
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277 bindDescriptorSet(commandbuffer, uniforms2, 0, pipeline) |
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278 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1210 | 279 |
280 # cleanup | |
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281 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
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282 destroyPipeline(pipeline) |
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283 destroyRenderData(renderdata) |
1210 | 284 |
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285 proc test_04_multiple_descriptorsets(time: float32, renderPass: RenderPass) = |
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286 var renderdata = initRenderData() |
1203 | 287 |
1204 | 288 type |
289 RenderSettings = object | |
1209 | 290 brigthness: float32 |
1332 | 291 |
1210 | 292 Material = object |
293 baseColor: Vec3f | |
1332 | 294 |
1209 | 295 ObjectSettings = object |
1210 | 296 scale: float32 |
297 materialIndex: uint32 | |
1332 | 298 |
1210 | 299 Constants = object |
300 offset: Vec2f | |
301 | |
302 ConstSet = object | |
303 constants: GPUValue[Constants, UniformBuffer] | |
1332 | 304 |
1209 | 305 MainSet = object |
306 renderSettings: GPUValue[RenderSettings, UniformBufferMapped] | |
1210 | 307 material: array[2, GPUValue[Material, UniformBuffer]] |
1242 | 308 texture1: array[2, Image[Gray]] |
1332 | 309 |
1209 | 310 OtherSet = object |
1210 | 311 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped] |
1209 | 312 |
1204 | 313 QuadShader = object |
314 position {.VertexAttribute.}: Vec3f | |
315 fragmentColor {.Pass.}: Vec3f | |
1210 | 316 uv {.Pass.}: Vec2f |
1204 | 317 outColor {.ShaderOutput.}: Vec4f |
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318 descriptorSets0 {.DescriptorSet: 0.}: ConstSet |
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319 descriptorSets1 {.DescriptorSet: 1.}: MainSet |
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320 descriptorSets2 {.DescriptorSet: 2.}: OtherSet |
1204 | 321 # code |
1332 | 322 vertexCode: string = |
323 """void main() { | |
1210 | 324 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness; |
325 gl_Position = vec4(position * objectSettings.scale, 1); | |
326 gl_Position.xy += constants.offset.xy; | |
327 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5; | |
328 uv = position.xy + 0.5; | |
329 }""" | |
1332 | 330 fragmentCode: string = |
331 """void main() { | |
1210 | 332 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1); |
333 }""" | |
1332 | 334 |
1204 | 335 QuadMesh = object |
336 position: GPUArray[Vec3f, VertexBuffer] | |
337 indices: GPUArray[uint16, IndexBuffer] | |
1203 | 338 |
1204 | 339 var quad = QuadMesh( |
1332 | 340 position: asGPUArray( |
341 [vec3(-0.5, -0.5), vec3(-0.5, 0.5), vec3(0.5, 0.5), vec3(0.5, -0.5)], VertexBuffer | |
342 ), | |
1204 | 343 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
1209 | 344 ) |
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345 var constset = asDescriptorSetData( |
1332 | 346 ConstSet(constants: asGPUValue(Constants(offset: vec2(-0.3, 0.2)), UniformBuffer)) |
1210 | 347 ) |
1242 | 348 let G = Gray([50'u8]) |
349 let W = Gray([255'u8]) | |
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350 var mainset = asDescriptorSetData( |
1209 | 351 MainSet( |
352 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped), | |
1210 | 353 material: [ |
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354 asGPUValue(Material(baseColor: vec3(1, 1, 0)), UniformBuffer), |
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355 asGPUValue(Material(baseColor: vec3(1, 0, 1)), UniformBuffer), |
1332 | 356 ], |
357 texture1: [ | |
358 Image[Gray]( | |
359 width: 2, | |
360 height: 2, | |
361 data: @[W, G, G, W], | |
362 minInterpolation: VK_FILTER_NEAREST, | |
363 magInterpolation: VK_FILTER_NEAREST, | |
364 ), | |
365 Image[Gray]( | |
366 width: 3, | |
367 height: 3, | |
368 data: @[W, G, W, G, W, G, W, G, W], | |
369 minInterpolation: VK_FILTER_NEAREST, | |
370 magInterpolation: VK_FILTER_NEAREST, | |
371 ), | |
372 ], | |
373 ) | |
1210 | 374 ) |
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375 var otherset1 = asDescriptorSetData( |
1210 | 376 OtherSet( |
1332 | 377 objectSettings: |
378 asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped) | |
1209 | 379 ) |
1204 | 380 ) |
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381 var otherset2 = asDescriptorSetData( |
1209 | 382 OtherSet( |
1332 | 383 objectSettings: |
384 asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped) | |
1209 | 385 ) |
1204 | 386 ) |
1209 | 387 |
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388 assignBuffers(renderdata, quad) |
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389 assignBuffers(renderdata, constset) |
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390 assignBuffers(renderdata, mainset) |
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391 assignBuffers(renderdata, otherset1) |
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392 assignBuffers(renderdata, otherset2) |
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393 uploadImages(renderdata, mainset) |
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394 renderdata.flushAllMemory() |
1204 | 395 |
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396 var pipeline = createPipeline(QuadShader(), renderPass = renderPass) |
1204 | 397 |
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398 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset) |
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399 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset) |
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400 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1) |
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401 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2) |
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402 |
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403 var start = getMonoTime() |
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404 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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405 withNextFrame(framebuffer, commandbuffer): |
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406 bindDescriptorSet(commandbuffer, constset, 0, pipeline) |
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407 bindDescriptorSet(commandbuffer, mainset, 1, pipeline) |
1242 | 408 |
1332 | 409 withRenderPass( |
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410 renderPass, |
1332 | 411 framebuffer, |
412 commandbuffer, | |
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413 frameWidth(), |
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414 frameHeight(), |
1332 | 415 vec4(0, 0, 0, 0), |
416 ): | |
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417 withPipeline(commandbuffer, pipeline): |
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418 bindDescriptorSet(commandbuffer, otherset1, 2, pipeline) |
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419 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1242 | 420 |
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421 bindDescriptorSet(commandbuffer, otherset2, 2, pipeline) |
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422 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1242 | 423 |
1332 | 424 mainset.data.renderSettings.data.brigthness = |
425 ((getMonoTime() - start).inMilliseconds().int / 1000) / time | |
426 otherset1.data.objectSettings.data.scale = | |
427 0.5 + ((getMonoTime() - start).inMilliseconds().int / 1000) / time | |
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428 updateGPUBuffer(mainset.data.renderSettings) |
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429 updateGPUBuffer(otherset1.data.objectSettings) |
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430 renderdata.flushAllMemory() |
1204 | 431 |
432 # cleanup | |
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433 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
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434 destroyPipeline(pipeline) |
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435 destroyRenderData(renderdata) |
1204 | 436 |
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437 proc test_05_cube(time: float32, renderPass: RenderPass) = |
1231 | 438 type |
439 UniformData = object | |
1232 | 440 mvp: Mat4 |
1332 | 441 |
1231 | 442 Uniforms = object |
443 data: GPUValue[UniformData, UniformBufferMapped] | |
1332 | 444 |
1231 | 445 CubeShader = object |
446 position {.VertexAttribute.}: Vec3f | |
447 color {.VertexAttribute.}: Vec4f | |
448 fragmentColor {.Pass.}: Vec4f | |
449 outColor {.ShaderOutput.}: Vec4f | |
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450 descriptorSets {.DescriptorSet: 0.}: Uniforms |
1231 | 451 # code |
1332 | 452 vertexCode = |
453 """void main() { | |
1231 | 454 fragmentColor = color; |
1232 | 455 gl_Position = vec4(position, 1) * data.mvp; |
1231 | 456 }""" |
1332 | 457 fragmentCode = |
458 """void main() { | |
1231 | 459 outColor = fragmentColor; |
460 }""" | |
1332 | 461 |
1231 | 462 Mesh = object |
463 position: GPUArray[Vec3f, VertexBuffer] | |
464 normals: GPUArray[Vec3f, VertexBuffer] | |
465 color: GPUArray[Vec4f, VertexBuffer] | |
466 | |
1332 | 467 let quad = |
468 @[ | |
469 vec3(-0.5, -0.5), | |
470 vec3(-0.5, +0.5), | |
471 vec3(+0.5, +0.5), | |
472 vec3(+0.5, +0.5), | |
473 vec3(+0.5, -0.5), | |
474 vec3(-0.5, -0.5), | |
475 ] | |
1232 | 476 proc transf(data: seq[Vec3f], mat: Mat4): seq[Vec3f] = |
1231 | 477 for v in data: |
1232 | 478 result.add mat * v |
1231 | 479 |
480 var | |
481 vertices: seq[Vec3f] | |
482 colors: seq[Vec4f] | |
483 normals: seq[Vec3f] | |
484 | |
485 # front, red | |
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486 vertices.add quad.transf(translate(0, 0, -0.5)) |
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487 colors.add newSeqWith(6, vec4(1, 0, 0, 1)) |
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488 normals.add newSeqWith(6, vec3(0, 0, -1)) |
1231 | 489 |
490 # back, cyan | |
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491 vertices.add quad.transf(rotate(PI, Y) * translate(0, 0, -0.5)) |
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492 colors.add newSeqWith(6, vec4(0, 1, 1, 1)) |
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493 normals.add newSeqWith(6, vec3(0, 0, 1)) |
1231 | 494 |
495 # right, green | |
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496 vertices.add quad.transf(rotate(PI / 2, Y) * translate(0, 0, -0.5)) |
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497 colors.add newSeqWith(6, vec4(0, 1, 0, 1)) |
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498 normals.add newSeqWith(6, vec3(-1, 0, 0)) |
1231 | 499 |
500 # left, magenta | |
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501 vertices.add quad.transf(rotate(-PI / 2, Y) * translate(0, 0, -0.5)) |
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502 colors.add newSeqWith(6, vec4(1, 0, 1, 1)) |
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503 normals.add newSeqWith(6, vec3(1, 0, 0)) |
1231 | 504 |
505 # bottom, blue | |
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506 vertices.add quad.transf(rotate(PI / 2, X) * translate(0, 0, -0.5)) |
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507 colors.add newSeqWith(6, vec4(0, 0, 1, 1)) |
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508 normals.add newSeqWith(6, vec3(0, -1, 0)) |
1231 | 509 |
510 # top, yellow | |
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511 vertices.add quad.transf(rotate(-PI / 2, X) * translate(0, 0, -0.5)) |
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512 colors.add newSeqWith(6, vec4(1, 1, 0, 1)) |
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513 normals.add newSeqWith(6, vec3(0, 1, 0)) |
1231 | 514 |
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515 var renderdata = initRenderData() |
1231 | 516 |
517 var mesh = Mesh( | |
518 position: asGPUArray(vertices, VertexBuffer), | |
519 color: asGPUArray(colors, VertexBuffer), | |
520 normals: asGPUArray(normals, VertexBuffer), | |
521 ) | |
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522 assignBuffers(renderdata, mesh) |
1231 | 523 |
524 var floor = Mesh( | |
1332 | 525 position: asGPUArray( |
526 quad.transf(scale(10, 10, 10) * rotate(-PI / 2, X) * translate(0, 0, 0.05)), | |
527 VertexBuffer, | |
528 ), | |
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529 color: asGPUArray(newSeqWith(6, vec4(0.1, 0.1, 0.1, 1)), VertexBuffer), |
1231 | 530 normals: asGPUArray(newSeqWith(6, Y), VertexBuffer), |
531 ) | |
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532 assignBuffers(renderdata, floor) |
1231 | 533 |
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534 var uniforms1 = asDescriptorSetData( |
1332 | 535 Uniforms(data: asGPUValue(UniformData(mvp: Unit4), UniformBufferMapped)) |
1231 | 536 ) |
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537 assignBuffers(renderdata, uniforms1) |
1231 | 538 |
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539 renderdata.flushAllMemory() |
1231 | 540 |
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541 var pipeline = createPipeline(CubeShader(), renderPass = renderPass) |
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542 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) |
1231 | 543 |
1232 | 544 var tStart = getMonoTime() |
545 var t = tStart | |
1231 | 546 |
1235
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547 var start = getMonoTime() |
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548 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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549 let tStartLoop = getMonoTime() - tStart |
1232 | 550 |
551 uniforms1.data.data.data.mvp = ( | |
1332 | 552 projection(-PI / 2, getAspectRatio(), 0.01, 100) * translate(0, 0, 2) * |
553 rotate(PI / 4, X) * rotate( | |
554 PI * 0.1 * (tStartLoop.inMicroseconds() / 1_000_000), Y | |
555 ) | |
1232 | 556 ) |
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557 updateGPUBuffer(uniforms1.data.data, flush = true) |
1242 | 558 |
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559 withNextFrame(framebuffer, commandbuffer): |
1332 | 560 withRenderPass( |
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561 renderPass, |
1332 | 562 framebuffer, |
563 commandbuffer, | |
1423
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564 frameWidth(), |
3b8a736c45a7
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565 frameHeight(), |
1332 | 566 vec4(0, 0, 0, 0), |
567 ): | |
1283
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568 withPipeline(commandbuffer, pipeline): |
1322
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569 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline) |
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570 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) |
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571 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = floor) |
1233
1cf698973dca
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572 |
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573 let tEndLoop = getMonoTime() - tStart |
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574 let looptime = tEndLoop - tStartLoop |
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575 let waitTime = 16_666 - looptime.inMicroseconds |
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576 if waitTime > 0: |
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|
577 sleep((waitTime / 1000).int) |
1231 | 578 |
579 # cleanup | |
1423
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580 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
1283
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581 destroyPipeline(pipeline) |
0369fa1ffbd9
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|
582 destroyRenderData(renderdata) |
1231 | 583 |
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584 proc test_06_different_draw_modes(time: float32, renderPass: RenderPass) = |
1283
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585 var renderdata = initRenderData() |
1240
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586 |
42eeb59f3a43
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|
587 type |
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588 Shader = object |
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589 position {.VertexAttribute.}: Vec3f |
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590 color {.VertexAttribute.}: Vec3f |
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|
591 fragmentColor {.Pass.}: Vec3f |
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|
592 outColor {.ShaderOutput.}: Vec4f |
42eeb59f3a43
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parents:
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|
593 # code |
1332 | 594 vertexCode: string = |
595 """void main() { | |
1240
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596 gl_PointSize = 100; |
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597 fragmentColor = color; |
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598 gl_Position = vec4(position, 1);}""" |
1332 | 599 fragmentCode: string = |
600 """void main() { | |
1240
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601 outColor = vec4(fragmentColor, 1);}""" |
1332 | 602 |
1240
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603 TriangleMesh = object |
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604 position: GPUArray[Vec3f, VertexBuffer] |
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|
605 color: GPUArray[Vec3f, VertexBuffer] |
1332 | 606 |
1240
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|
607 var triangle = TriangleMesh( |
1332 | 608 position: asGPUArray( |
609 [vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer | |
610 ), | |
1280
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|
611 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
1240
42eeb59f3a43
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|
612 ) |
42eeb59f3a43
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sam <sam@basx.dev>
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|
613 var lines = TriangleMesh( |
1332 | 614 position: asGPUArray( |
615 [vec3(-0.9, 0, 0), vec3(-0.05, -0.9, 0), vec3(0.05, -0.9, 0), vec3(0.9, 0, 0)], | |
616 VertexBuffer, | |
617 ), | |
618 color: asGPUArray( | |
619 [vec3(1, 1, 0), vec3(1, 1, 0), vec3(0, 1, 0), vec3(0, 1, 0)], VertexBuffer | |
620 ), | |
1240
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|
621 ) |
1283
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622 assignBuffers(renderdata, triangle) |
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623 assignBuffers(renderdata, lines) |
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624 renderdata.flushAllMemory() |
1240
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625 |
1414
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626 var pipeline1 = createPipeline( |
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627 Shader(), |
1423
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628 renderPass = renderPass, |
1332 | 629 polygonMode = VK_POLYGON_MODE_LINE, |
630 lineWidth = 20'f32, | |
631 ) | |
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632 var pipeline2 = createPipeline( |
1423
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633 Shader(), renderPass = renderPass, polygonMode = VK_POLYGON_MODE_POINT |
1332 | 634 ) |
1414
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635 var pipeline3 = createPipeline( |
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636 Shader(), |
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637 renderPass = renderPass, |
1332 | 638 topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST, |
639 lineWidth = 5, | |
640 ) | |
1414
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641 var pipeline4 = createPipeline( |
1423
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642 Shader(), renderPass = renderPass, topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST |
1332 | 643 ) |
1240
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644 |
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645 var start = getMonoTime() |
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646 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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647 withNextFrame(framebuffer, commandbuffer): |
1332 | 648 withRenderPass( |
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649 renderPass, |
1332 | 650 framebuffer, |
651 commandbuffer, | |
1423
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652 frameWidth(), |
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|
653 frameHeight(), |
1332 | 654 vec4(0, 0, 0, 0), |
655 ): | |
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656 withPipeline(commandbuffer, pipeline1): |
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657 render(commandbuffer = commandbuffer, pipeline = pipeline1, mesh = triangle) |
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658 withPipeline(commandbuffer, pipeline2): |
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659 render(commandbuffer = commandbuffer, pipeline = pipeline2, mesh = triangle) |
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660 withPipeline(commandbuffer, pipeline3): |
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661 render(commandbuffer = commandbuffer, pipeline = pipeline3, mesh = lines) |
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662 withPipeline(commandbuffer, pipeline4): |
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663 render(commandbuffer = commandbuffer, pipeline = pipeline4, mesh = lines) |
1240
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664 |
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|
665 # cleanup |
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666 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
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667 destroyPipeline(pipeline1) |
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668 destroyPipeline(pipeline2) |
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669 destroyPipeline(pipeline3) |
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670 destroyPipeline(pipeline4) |
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671 destroyRenderData(renderdata) |
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672 |
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673 proc test_08_texture_array(time: float32, renderPass: RenderPass) = |
1334 | 674 var renderdata = initRenderData() |
675 | |
676 type | |
677 Uniforms = object | |
678 textures: ImageArray[BGRA] | |
679 | |
680 Shader = object | |
681 position {.VertexAttribute.}: Vec3f | |
682 uv {.VertexAttribute.}: Vec2f | |
683 fragmentUv {.Pass.}: Vec2f | |
684 outColor {.ShaderOutput.}: Vec4f | |
685 descriptorSets {.DescriptorSet: 0.}: Uniforms | |
686 # code | |
687 vertexCode: string = | |
688 """ | |
689 void main() { | |
690 fragmentUv = uv; | |
691 gl_Position = vec4(position, 1); | |
692 }""" | |
693 fragmentCode: string = | |
694 """ | |
695 void main() { | |
696 vec4 col1 = texture(textures, vec3(fragmentUv, 0)); | |
697 vec4 col2 = texture(textures, vec3(fragmentUv, 1)); | |
698 float w = length(fragmentUv * 2 - 1) / 1.41421; | |
699 outColor = (1 - w) * col1 + w * col2; | |
700 }""" | |
701 | |
702 Quad = object | |
703 position: GPUArray[Vec3f, VertexBuffer] | |
704 uv: GPUArray[Vec2f, VertexBuffer] | |
705 | |
706 var mesh = Quad( | |
707 position: asGPUArray( | |
708 [ | |
709 vec3(-0.8, -0.5), | |
710 vec3(-0.8, 0.5), | |
711 vec3(0.8, 0.5), | |
712 vec3(0.8, 0.5), | |
713 vec3(0.8, -0.5), | |
714 vec3(-0.8, -0.5), | |
715 ], | |
716 VertexBuffer, | |
717 ), | |
718 uv: asGPUArray( | |
719 [vec2(0, 1), vec2(0, 0), vec2(1, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1)], | |
720 VertexBuffer, | |
721 ), | |
722 ) | |
723 assignBuffers(renderdata, mesh) | |
724 renderdata.flushAllMemory() | |
725 | |
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726 var pipeline = createPipeline(Shader(), renderPass = renderPass) |
1334 | 727 var uniforms1 = asDescriptorSetData( |
728 Uniforms(textures: loadImageArray[BGRA](["art.png", "art1.png"])) | |
729 ) | |
730 uploadImages(renderdata, uniforms1) | |
731 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) | |
732 | |
733 var start = getMonoTime() | |
734 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: | |
735 withNextFrame(framebuffer, commandbuffer): | |
736 withRenderPass( | |
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|
737 renderPass, |
1334 | 738 framebuffer, |
739 commandbuffer, | |
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|
740 frameWidth(), |
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|
741 frameHeight(), |
1334 | 742 vec4(0, 0, 0, 0), |
743 ): | |
744 withPipeline(commandbuffer, pipeline): | |
745 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline) | |
746 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) | |
747 | |
748 # cleanup | |
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|
749 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
1334 | 750 destroyPipeline(pipeline) |
751 destroyRenderData(renderdata) | |
752 | |
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|
753 proc test_07_png_texture(time: float32, renderPass: RenderPass) = |
1283
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754 var renderdata = initRenderData() |
1242 | 755 |
756 type | |
757 Uniforms = object | |
1252 | 758 texture1: Image[BGRA] |
1332 | 759 |
1242 | 760 Shader = object |
761 position {.VertexAttribute.}: Vec3f | |
762 uv {.VertexAttribute.}: Vec2f | |
763 fragmentUv {.Pass.}: Vec2f | |
764 outColor {.ShaderOutput.}: Vec4f | |
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|
765 descriptorSets {.DescriptorSet: 0.}: Uniforms |
1242 | 766 # code |
1332 | 767 vertexCode: string = |
768 """ | |
1242 | 769 void main() { |
770 fragmentUv = uv; | |
771 gl_Position = vec4(position, 1); | |
772 }""" | |
1332 | 773 fragmentCode: string = |
774 """ | |
1242 | 775 void main() { |
776 outColor = texture(texture1, fragmentUv); | |
777 }""" | |
1332 | 778 |
1242 | 779 Quad = object |
780 position: GPUArray[Vec3f, VertexBuffer] | |
781 uv: GPUArray[Vec2f, VertexBuffer] | |
1332 | 782 |
1242 | 783 var mesh = Quad( |
1332 | 784 position: asGPUArray( |
785 [ | |
786 vec3(-0.8, -0.5), | |
787 vec3(-0.8, 0.5), | |
788 vec3(0.8, 0.5), | |
789 vec3(0.8, 0.5), | |
790 vec3(0.8, -0.5), | |
791 vec3(-0.8, -0.5), | |
792 ], | |
793 VertexBuffer, | |
794 ), | |
795 uv: asGPUArray( | |
796 [vec2(0, 1), vec2(0, 0), vec2(1, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1)], | |
797 VertexBuffer, | |
798 ), | |
1242 | 799 ) |
1283
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800 assignBuffers(renderdata, mesh) |
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|
801 renderdata.flushAllMemory() |
1242 | 802 |
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803 var pipeline = createPipeline(Shader(), renderPass = renderPass) |
1332 | 804 var uniforms1 = asDescriptorSetData(Uniforms(texture1: loadImage[BGRA]("art.png"))) |
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|
805 uploadImages(renderdata, uniforms1) |
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|
806 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) |
1242 | 807 |
808 var start = getMonoTime() | |
809 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: | |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
810 withNextFrame(framebuffer, commandbuffer): |
1332 | 811 withRenderPass( |
1423
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
812 renderPass, |
1332 | 813 framebuffer, |
814 commandbuffer, | |
1423
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
815 frameWidth(), |
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
816 frameHeight(), |
1332 | 817 vec4(0, 0, 0, 0), |
818 ): | |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
819 withPipeline(commandbuffer, pipeline): |
1322
4a1c2b1128bc
did: improve handling of descriptor sets
sam <sam@basx.dev>
parents:
1299
diff
changeset
|
820 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline) |
4a1c2b1128bc
did: improve handling of descriptor sets
sam <sam@basx.dev>
parents:
1299
diff
changeset
|
821 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) |
1242 | 822 |
823 # cleanup | |
1423
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
824 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
825 destroyPipeline(pipeline) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
826 destroyRenderData(renderdata) |
1242 | 827 |
1334 | 828 proc test_09_triangle_2pass( |
1332 | 829 time: float32, depthBuffer: bool, samples: VkSampleCountFlagBits |
830 ) = | |
831 var (offscreenRP, presentRP) = | |
832 createIndirectPresentationRenderPass(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
|
833 |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
834 setupSwapchain(renderpass = presentRP) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
835 |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
836 var renderdata = initRenderData() |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
837 |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
838 type |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
839 Uniforms = object |
1252 | 840 frameTexture: Image[BGRA] |
1332 | 841 |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
842 TriangleShader = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
843 position {.VertexAttribute.}: Vec3f |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
844 color {.VertexAttribute.}: Vec3f |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
845 fragmentColor {.Pass.}: Vec3f |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
846 outColor {.ShaderOutput.}: Vec4f |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
847 # code |
1332 | 848 vertexCode: string = |
849 """void main() { | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
850 fragmentColor = color; |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
851 gl_Position = vec4(position, 1);}""" |
1332 | 852 fragmentCode: string = |
853 """void main() { | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
854 outColor = vec4(fragmentColor, 1);}""" |
1332 | 855 |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
856 PresentShader = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
857 position {.VertexAttribute.}: Vec2f |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
858 uv {.Pass.}: Vec2f |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
859 outColor {.ShaderOutput.}: Vec4f |
1322
4a1c2b1128bc
did: improve handling of descriptor sets
sam <sam@basx.dev>
parents:
1299
diff
changeset
|
860 descriptorSets {.DescriptorSet: 0.}: Uniforms |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
861 # code |
1332 | 862 vertexCode: string = |
863 """void main() { | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
864 uv = ((position + 1) * 0.5) * vec2(1, -1); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
865 gl_Position = vec4(position, 0, 1);}""" |
1332 | 866 fragmentCode: string = |
867 """void main() { | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
868 vec2 uv1 = uv + vec2(0.001, 0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
869 vec2 uv2 = uv + vec2(0.001, -0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
870 vec2 uv3 = uv + vec2(-0.001, 0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
871 vec2 uv4 = uv + vec2(-0.001, -0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
872 outColor = ( |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
873 texture(frameTexture, uv1) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
874 texture(frameTexture, uv2) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
875 texture(frameTexture, uv3) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
876 texture(frameTexture, uv4) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
877 ) / 4; |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
878 }""" |
1332 | 879 |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
880 TriangleMesh = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
881 position: GPUArray[Vec3f, VertexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
882 color: GPUArray[Vec3f, VertexBuffer] |
1332 | 883 |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
884 QuadMesh = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
885 position: GPUArray[Vec2f, VertexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
886 indices: GPUArray[uint16, IndexBuffer] |
1332 | 887 |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
888 var mesh = TriangleMesh( |
1332 | 889 position: |
890 asGPUArray([vec3(-0.5, -0.5), vec3(0, 0.5), vec3(0.5, -0.5)], VertexBuffer), | |
1280
a89a70ea3da2
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1277
diff
changeset
|
891 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
892 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
893 var quad = QuadMesh( |
1332 | 894 position: |
895 asGPUArray([vec2(-1, -1), vec2(-1, 1), vec2(1, 1), vec2(1, -1)], VertexBuffer), | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
896 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
|
897 ) |
1322
4a1c2b1128bc
did: improve handling of descriptor sets
sam <sam@basx.dev>
parents:
1299
diff
changeset
|
898 var uniforms1 = asDescriptorSetData( |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
899 Uniforms( |
1423
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
900 frameTexture: |
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
901 Image[BGRA](width: frameWidth(), height: frameHeight(), isRenderTarget: true) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
902 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
903 ) |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
904 assignBuffers(renderdata, mesh) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
905 assignBuffers(renderdata, quad) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
906 uploadImages(renderdata, uniforms1) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
907 renderdata.flushAllMemory() |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
908 |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
909 var |
1414
5e5a3311ca44
did: small improvment to allow easy adjustment of shader-code
sam <sam@basx.dev>
parents:
1375
diff
changeset
|
910 drawPipeline = createPipeline(TriangleShader(), renderPass = offscreenRP) |
5e5a3311ca44
did: small improvment to allow easy adjustment of shader-code
sam <sam@basx.dev>
parents:
1375
diff
changeset
|
911 presentPipeline = createPipeline(PresentShader(), renderPass = presentRP) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
912 |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
913 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
|
914 |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
915 # 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
|
916 var |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
917 depthImage: VkImage |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
918 depthImageView: VkImageView |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
919 depthMemory: VkDeviceMemory |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
920 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
|
921 depthImage = svkCreate2DImage( |
1423
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
922 width = frameWidth(), |
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
923 height = frameHeight(), |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
924 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
|
925 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
|
926 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
|
927 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
928 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
|
929 depthMemory = svkAllocateMemory( |
1332 | 930 requirements.size, bestMemory(mappable = false, filter = requirements.memoryTypes) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
931 ) |
1423
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
932 checkVkResult vkBindImageMemory(engine().vulkan.device, depthImage, depthMemory, 0) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
933 depthImageView = svkCreate2DImageView( |
1332 | 934 image = depthImage, format = DEPTH_FORMAT, aspect = VK_IMAGE_ASPECT_DEPTH_BIT |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
935 ) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
936 |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
937 # 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
|
938 var |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
939 msaaImage: VkImage |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
940 msaaImageView: VkImageView |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
941 msaaMemory: VkDeviceMemory |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
942 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
|
943 msaaImage = svkCreate2DImage( |
1423
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
944 width = frameWidth(), |
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
945 height = frameHeight(), |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
946 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
|
947 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
|
948 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
|
949 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
950 let requirements = svkGetImageMemoryRequirements(msaaImage) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
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diff
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|
951 msaaMemory = svkAllocateMemory( |
1332 | 952 requirements.size, bestMemory(mappable = false, filter = requirements.memoryTypes) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
953 ) |
1423
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sam <sam@basx.dev>
parents:
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954 checkVkResult vkBindImageMemory(engine().vulkan.device, msaaImage, msaaMemory, 0) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
955 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:
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changeset
|
956 |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
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changeset
|
957 var attachments: seq[VkImageView] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
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changeset
|
958 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
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changeset
|
959 if offscreenRP.depthBuffer: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
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changeset
|
960 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
|
961 else: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
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diff
changeset
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962 attachments = @[uniforms1.data.frameTexture.imageview] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
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changeset
|
963 else: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
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diff
changeset
|
964 if offscreenRP.depthBuffer: |
1332 | 965 attachments = |
966 @[msaaImageView, depthImageView, uniforms1.data.frameTexture.imageview] | |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
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diff
changeset
|
967 else: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
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changeset
|
968 attachments = @[msaaImageView, uniforms1.data.frameTexture.imageview] |
1423
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sam <sam@basx.dev>
parents:
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changeset
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969 var offscreenFB = |
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
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changeset
|
970 svkCreateFramebuffer(offscreenRP.vk, frameWidth(), frameHeight(), attachments) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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diff
changeset
|
971 |
1235
c70fee6568f6
did: improv render tests to run without user input
sam <sam@basx.dev>
parents:
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diff
changeset
|
972 var start = getMonoTime() |
c70fee6568f6
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sam <sam@basx.dev>
parents:
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changeset
|
973 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
1283
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did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
974 withNextFrame(framebuffer, commandbuffer): |
1332 | 975 withRenderPass( |
976 offscreenRP, | |
977 offscreenFB, | |
978 commandbuffer, | |
1423
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sam <sam@basx.dev>
parents:
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diff
changeset
|
979 frameWidth(), |
3b8a736c45a7
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sam <sam@basx.dev>
parents:
1414
diff
changeset
|
980 frameHeight(), |
1332 | 981 vec4(0, 0, 0, 0), |
982 ): | |
1283
0369fa1ffbd9
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sam <sam@basx.dev>
parents:
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changeset
|
983 withPipeline(commandbuffer, drawPipeline): |
0369fa1ffbd9
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sam <sam@basx.dev>
parents:
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diff
changeset
|
984 render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh) |
1214
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sam <sam@basx.dev>
parents:
1213
diff
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|
985 |
1332 | 986 withRenderPass( |
987 presentRP, | |
988 framebuffer, | |
989 commandbuffer, | |
1423
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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diff
changeset
|
990 frameWidth(), |
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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diff
changeset
|
991 frameHeight(), |
1332 | 992 vec4(0, 0, 0, 0), |
993 ): | |
1283
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sam <sam@basx.dev>
parents:
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diff
changeset
|
994 withPipeline(commandbuffer, presentPipeline): |
1322
4a1c2b1128bc
did: improve handling of descriptor sets
sam <sam@basx.dev>
parents:
1299
diff
changeset
|
995 bindDescriptorSet(commandbuffer, uniforms1, 0, presentPipeline) |
4a1c2b1128bc
did: improve handling of descriptor sets
sam <sam@basx.dev>
parents:
1299
diff
changeset
|
996 render(commandbuffer = commandbuffer, pipeline = presentPipeline, mesh = quad) |
1214
04e446a7eb2b
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sam <sam@basx.dev>
parents:
1213
diff
changeset
|
997 |
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sam <sam@basx.dev>
parents:
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diff
changeset
|
998 # cleanup |
1423
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sam <sam@basx.dev>
parents:
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diff
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|
999 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
1283
0369fa1ffbd9
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sam <sam@basx.dev>
parents:
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|
1000 destroyPipeline(presentPipeline) |
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sam <sam@basx.dev>
parents:
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|
1001 destroyPipeline(drawPipeline) |
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parents:
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diff
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|
1002 destroyRenderData(renderdata) |
1229
5dcb503ef0c0
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sam <sam@basx.dev>
parents:
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changeset
|
1003 if depthImage.Valid: |
1423
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parents:
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|
1004 vkDestroyImageView(engine().vulkan.device, depthImageView, nil) |
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|
1005 vkDestroyImage(engine().vulkan.device, depthImage, nil) |
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1006 vkFreeMemory(engine().vulkan.device, depthMemory, nil) |
1229
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parents:
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changeset
|
1007 if msaaImage.Valid: |
1423
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parents:
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1008 vkDestroyImageView(engine().vulkan.device, msaaImageView, nil) |
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1009 vkDestroyImage(engine().vulkan.device, msaaImage, nil) |
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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|
1010 vkFreeMemory(engine().vulkan.device, msaaMemory, nil) |
1285
6d16003406fb
add: missing destroy-function for renderpass
sam <sam@basx.dev>
parents:
1283
diff
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|
1011 destroyRenderPass(offscreenRP) |
6d16003406fb
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sam <sam@basx.dev>
parents:
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diff
changeset
|
1012 destroyRenderPass(presentRP) |
1423
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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diff
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|
1013 vkDestroyFramebuffer(engine().vulkan.device, offscreenFB, nil) |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
1014 clearSwapchain() |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
1015 |
1204 | 1016 when isMainModule: |
1235
c70fee6568f6
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sam <sam@basx.dev>
parents:
1233
diff
changeset
|
1017 var time = 1'f32 |
1423
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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diff
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|
1018 initEngine("Test rendering") |
1204 | 1019 |
1229
5dcb503ef0c0
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sam <sam@basx.dev>
parents:
1228
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changeset
|
1020 var renderPasses = [ |
1332 | 1021 (depthBuffer: false, samples: VK_SAMPLE_COUNT_1_BIT), |
1022 (depthBuffer: false, samples: VK_SAMPLE_COUNT_4_BIT), | |
1023 (depthBuffer: true, samples: VK_SAMPLE_COUNT_1_BIT), | |
1024 (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
|
1025 ] |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
1026 |
1204 | 1027 # test normal |
1230 | 1028 for i, (depthBuffer, samples) in renderPasses: |
1332 | 1029 var renderpass = |
1030 createDirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples) | |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
1031 setupSwapchain(renderpass = renderpass) |
1204 | 1032 |
1230 | 1033 # tests a simple triangle with minimalistic shader and vertex format |
1423
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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diff
changeset
|
1034 test_01_triangle(time, renderpass) |
1230 | 1035 |
1036 # tests instanced triangles and quads, mixing meshes and instances | |
1423
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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diff
changeset
|
1037 test_02_triangle_quad_instanced(time, renderpass) |
1210 | 1038 |
1230 | 1039 # teste descriptor sets |
1423
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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diff
changeset
|
1040 test_03_simple_descriptorset(time, renderpass) |
1204 | 1041 |
1230 | 1042 # tests multiple descriptor sets and arrays |
1423
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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diff
changeset
|
1043 test_04_multiple_descriptorsets(time, renderpass) |
1231 | 1044 |
1045 # rotating cube | |
1423
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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diff
changeset
|
1046 test_05_cube(time, renderpass) |
1204 | 1047 |
1240
42eeb59f3a43
add: more tests, line and point rendering
sam <sam@basx.dev>
parents:
1239
diff
changeset
|
1048 # different draw modes (lines, points, and topologies) |
1423
3b8a736c45a7
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sam <sam@basx.dev>
parents:
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diff
changeset
|
1049 test_06_different_draw_modes(time, renderpass) |
1240
42eeb59f3a43
add: more tests, line and point rendering
sam <sam@basx.dev>
parents:
1239
diff
changeset
|
1050 |
1423
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
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diff
changeset
|
1051 test_07_png_texture(time, renderpass) |
1334 | 1052 |
1423
3b8a736c45a7
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sam <sam@basx.dev>
parents:
1414
diff
changeset
|
1053 test_08_texture_array(time, renderpass) |
1242 | 1054 |
1423
3b8a736c45a7
did: put almost all global state into a single struct
sam <sam@basx.dev>
parents:
1414
diff
changeset
|
1055 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
1285
6d16003406fb
add: missing destroy-function for renderpass
sam <sam@basx.dev>
parents:
1283
diff
changeset
|
1056 destroyRenderPass(renderpass) |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
1057 clearSwapchain() |
1204 | 1058 |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
1059 # test multiple render passes |
1375
ca3299ea1bdf
did: make vector distinct from arrays, better code for compile-time handling of descriptors
sam <sam@basx.dev>
parents:
1334
diff
changeset
|
1060 for i, (depthBuffer, samples) in renderPasses: |
ca3299ea1bdf
did: make vector distinct from arrays, better code for compile-time handling of descriptors
sam <sam@basx.dev>
parents:
1334
diff
changeset
|
1061 test_09_triangle_2pass(time, depthBuffer, samples) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
1062 |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
1063 destroyVulkan() |