annotate tests/test_rendering.nim @ 1441:b17d2b1ffc20

fix: improve alsa error handling on linux
author sam <sam@basx.dev>
date Sun, 16 Feb 2025 21:15:13 +0700
parents 676fc13685a9
children
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rev   line source
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1 import std/os
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2 import std/sequtils
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3 import std/math
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4 import std/monotimes
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5 import std/times
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6 import std/options
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7 import std/random
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8
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9 import ../semicongine
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10 import ../semicongine/rendering
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11 import ../semicongine/input
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12 import ../semicongine/loaders
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13
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14 proc test_01_triangle(time: float32, renderPass: RenderPass) =
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15 var renderdata = initRenderData()
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16
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17 type
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18 PushConstant = object
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19 scale: float32
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20
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21 Shader = object
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22 position {.VertexAttribute.}: Vec3f
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23 color {.VertexAttribute.}: Vec3f
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24 pushConstant {.PushConstant.}: PushConstant
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25 fragmentColor {.Pass.}: Vec3f
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26 outColor {.ShaderOutput.}: Vec4f
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27 # code
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28 vertexCode: string =
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29 """void main() {
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30 fragmentColor = color;
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31 gl_Position = vec4(position * pushConstant.scale, 1);}"""
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32 fragmentCode: string =
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33 """void main() {
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34 outColor = vec4(fragmentColor, 1);}"""
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35
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36 TriangleMesh = object
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37 position: GPUArray[Vec3f, VertexBuffer]
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38 color: GPUArray[Vec3f, VertexBuffer]
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39
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40 var mesh = TriangleMesh(
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41 position: asGPUArray(
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42 [vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer
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43 ),
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44 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer),
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45 )
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46 assignBuffers(renderdata, mesh)
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47 renderdata.flushAllMemory()
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48
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49 var pipeline = createPipeline(Shader(), renderPass = renderPass)
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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):
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54 withRenderPass(
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55 renderPass,
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56 framebuffer,
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57 commandbuffer,
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58 frameWidth(),
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59 frameHeight(),
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60 vec4(0, 0, 0, 0),
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61 ):
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62 withPipeline(commandbuffer, pipeline):
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63 renderWithPushConstant(
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64 commandbuffer = commandbuffer,
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65 pipeline = pipeline,
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66 mesh = mesh,
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67 pushConstant = PushConstant(
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68 scale: 0.3 + ((getMonoTime() - start).inMilliseconds().int / 1000)
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69 ),
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70 )
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71
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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)
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76
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77 proc test_02_triangle_quad_instanced(time: float32, renderPass: RenderPass) =
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78 var renderdata = initRenderData()
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79
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80 type
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81 SomeShader = object
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82 position {.VertexAttribute.}: Vec3f
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83 color {.VertexAttribute.}: Vec3f
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84 pos {.InstanceAttribute.}: Vec3f
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85 scale {.InstanceAttribute.}: float32
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86 fragmentColor {.Pass.}: Vec3f
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87 outColor {.ShaderOutput.}: Vec4f
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88 # code
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89 vertexCode: string =
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90 """void main() {
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91 fragmentColor = color;
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92 gl_Position = vec4((position * scale) + pos, 1);}"""
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93 fragmentCode: string =
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94 """void main() {
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95 outColor = vec4(fragmentColor, 1);}"""
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96
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97 TriangleMesh = object
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98 position: GPUArray[Vec3f, VertexBuffer]
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99 color: GPUArray[Vec3f, VertexBuffer]
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100
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101 QuadMesh = object
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102 position: GPUArray[Vec3f, VertexBuffer]
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103 color: GPUArray[Vec3f, VertexBuffer]
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104 indices: GPUArray[uint16, IndexBuffer]
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105
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106 Instances = object
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107 pos: GPUArray[Vec3f, VertexBuffer]
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108 scale: GPUArray[float32, VertexBuffer]
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109
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110 var tri = TriangleMesh(
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111 position: asGPUArray(
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112 [vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer
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113 ),
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114 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer),
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115 )
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116 var quad = QuadMesh(
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117 position: asGPUArray(
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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)],
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119 VertexBuffer,
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120 ),
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121 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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122 color: asGPUArray(
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123 [vec3(1, 1, 1), vec3(1, 1, 1), vec3(1, 1, 1), vec3(1, 1, 1)], VertexBuffer
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124 ),
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125 )
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126
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127 var instancesA: Instances
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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)
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130 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32)
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131 var instancesB: Instances
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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)
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134 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32)
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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()
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141
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142 var pipeline = createPipeline(SomeShader(), renderPass = renderPass)
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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):
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147 withRenderPass(
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148 renderPass,
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149 framebuffer,
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150 commandbuffer,
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151 frameWidth(),
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152 frameHeight(),
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153 vec4(0, 0, 0, 0),
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154 ):
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155 withPipeline(commandbuffer, pipeline):
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156 render(
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157 commandbuffer = commandbuffer,
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158 pipeline = pipeline,
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159 mesh = quad,
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160 instances = instancesA,
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161 )
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162 render(
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163 commandbuffer = commandbuffer,
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164 pipeline = pipeline,
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165 mesh = quad,
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166 instances = instancesB,
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167 )
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168 render(
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169 commandbuffer = commandbuffer,
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170 pipeline = pipeline,
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171 mesh = tri,
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172 instances = instancesA,
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173 )
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174 render(
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175 commandbuffer = commandbuffer,
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176 pipeline = pipeline,
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177 mesh = tri,
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178 instances = instancesB,
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179 )
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180
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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)
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185
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186 proc test_03_simple_descriptorset(time: float32, renderPass: RenderPass) =
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187 var renderdata = initRenderData()
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188
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189 type
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190 Material = object
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191 baseColor: Vec3f
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sam <sam@basx.dev>
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192
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193 Uniforms = object
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194 material: GPUValue[Material, UniformBuffer]
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195 texture1: Image[BGRA]
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196
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sam <sam@basx.dev>
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197 QuadShader = object
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198 position {.VertexAttribute.}: Vec3f
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199 fragmentColor {.Pass.}: Vec3f
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200 uv {.Pass.}: Vec2f
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201 outColor {.ShaderOutput.}: Vec4f
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202 descriptorSets {.DescriptorSet: 0.}: Uniforms
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203 # code
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204 vertexCode: string =
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205 """void main() {
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206 fragmentColor = material.baseColor;
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207 gl_Position = vec4(position, 1);
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208 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5;
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209 uv = position.xy + 0.5;
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210 }"""
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211 fragmentCode: string =
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212 """void main() {
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213 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}"""
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214
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215 QuadMesh = object
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216 position: GPUArray[Vec3f, VertexBuffer]
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217 indices: GPUArray[uint16, IndexBuffer]
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218
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219 let R = BGRA([255'u8, 0'u8, 0'u8, 255'u8])
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220 let G = BGRA([0'u8, 255'u8, 0'u8, 255'u8])
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221 let B = BGRA([0'u8, 0'u8, 255'u8, 255'u8])
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222 let W = BGRA([255'u8, 255'u8, 255'u8, 255'u8])
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223 var
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224 quad = QuadMesh(
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225 position: asGPUArray(
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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)],
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227 VertexBuffer,
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228 ),
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229 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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230 )
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231 uniforms1 = asDescriptorSetData(
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232 Uniforms(
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233 material: asGPUValue(Material(baseColor: vec3(1, 1, 1)), UniformBuffer),
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234 texture1: Image[BGRA](
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235 width: 3,
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236 height: 3,
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237 data: @[R, G, B, G, B, R, B, R, G],
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238 minInterpolation: VK_FILTER_NEAREST,
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239 magInterpolation: VK_FILTER_NEAREST,
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240 ),
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241 )
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sam <sam@basx.dev>
parents: 1209
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242 )
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243 uniforms2 = asDescriptorSetData(
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244 Uniforms(
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sam <sam@basx.dev>
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245 material: asGPUValue(Material(baseColor: vec3(0.5, 0.5, 0.5)), UniformBuffer),
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246 texture1: Image[BGRA](width: 2, height: 2, data: @[R, G, B, W]),
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247 )
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248 )
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sam <sam@basx.dev>
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249
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sam <sam@basx.dev>
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250 assignBuffers(renderdata, quad)
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sam <sam@basx.dev>
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251 assignBuffers(renderdata, uniforms1)
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sam <sam@basx.dev>
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252 assignBuffers(renderdata, uniforms2)
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sam <sam@basx.dev>
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253 uploadImages(renderdata, uniforms1)
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sam <sam@basx.dev>
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254 uploadImages(renderdata, uniforms2)
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sam <sam@basx.dev>
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255 renderdata.flushAllMemory()
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256
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257 var pipeline = createPipeline(QuadShader(), renderPass = renderPass)
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258
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259 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
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260 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2)
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261
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sam <sam@basx.dev>
parents: 1233
diff changeset
262 var start = getMonoTime()
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sam <sam@basx.dev>
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diff changeset
263 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
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264 withNextFrame(framebuffer, commandbuffer):
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265 withRenderPass(
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266 renderPass,
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267 framebuffer,
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sam <sam@basx.dev>
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268 commandbuffer,
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sam <sam@basx.dev>
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269 frameWidth(),
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270 frameHeight(),
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271 vec4(0, 0, 0, 0),
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272 ):
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273 withPipeline(commandbuffer, pipeline):
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274 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline)
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sam <sam@basx.dev>
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275 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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276
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277 bindDescriptorSet(commandbuffer, uniforms2, 0, pipeline)
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278 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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279
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280 # cleanup
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281 checkVkResult vkDeviceWaitIdle(engine().vulkan.device)
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sam <sam@basx.dev>
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282 destroyPipeline(pipeline)
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sam <sam@basx.dev>
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283 destroyRenderData(renderdata)
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284
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285 proc test_04_multiple_descriptorsets(time: float32, renderPass: RenderPass) =
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sam <sam@basx.dev>
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286 var renderdata = initRenderData()
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sam <sam@basx.dev>
parents:
diff changeset
287
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sam <sam@basx.dev>
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diff changeset
288 type
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289 RenderSettings = object
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290 brigthness: float32
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291
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292 Material = object
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293 baseColor: Vec3f
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294
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295 ObjectSettings = object
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296 scale: float32
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297 materialIndex: uint32
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298
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299 Constants = object
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300 offset: Vec2f
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sam <sam@basx.dev>
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diff changeset
301
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302 ConstSet = object
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303 constants: GPUValue[Constants, UniformBuffer]
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304
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305 MainSet = object
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diff changeset
306 renderSettings: GPUValue[RenderSettings, UniformBufferMapped]
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307 material: array[2, GPUValue[Material, UniformBuffer]]
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sam <sam@basx.dev>
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diff changeset
308 texture1: array[2, Image[Gray]]
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309
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sam <sam@basx.dev>
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diff changeset
310 OtherSet = object
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311 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped]
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312
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313 QuadShader = object
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parents: 1203
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314 position {.VertexAttribute.}: Vec3f
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315 fragmentColor {.Pass.}: Vec3f
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316 uv {.Pass.}: Vec2f
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317 outColor {.ShaderOutput.}: Vec4f
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318 descriptorSets0 {.DescriptorSet: 0.}: ConstSet
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sam <sam@basx.dev>
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319 descriptorSets1 {.DescriptorSet: 1.}: MainSet
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320 descriptorSets2 {.DescriptorSet: 2.}: OtherSet
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321 # code
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322 vertexCode: string =
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323 """void main() {
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324 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness;
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325 gl_Position = vec4(position * objectSettings.scale, 1);
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326 gl_Position.xy += constants.offset.xy;
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327 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5;
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328 uv = position.xy + 0.5;
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329 }"""
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330 fragmentCode: string =
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331 """void main() {
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332 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1);
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333 }"""
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334
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335 QuadMesh = object
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sam <sam@basx.dev>
parents: 1203
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336 position: GPUArray[Vec3f, VertexBuffer]
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sam <sam@basx.dev>
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337 indices: GPUArray[uint16, IndexBuffer]
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sam <sam@basx.dev>
parents:
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338
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339 var quad = QuadMesh(
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340 position: asGPUArray(
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341 [vec3(-0.5, -0.5), vec3(-0.5, 0.5), vec3(0.5, 0.5), vec3(0.5, -0.5)], VertexBuffer
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342 ),
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343 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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344 )
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345 var constset = asDescriptorSetData(
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346 ConstSet(constants: asGPUValue(Constants(offset: vec2(-0.3, 0.2)), UniformBuffer))
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347 )
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348 let G = Gray([50'u8])
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349 let W = Gray([255'u8])
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350 var mainset = asDescriptorSetData(
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351 MainSet(
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352 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped),
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353 material: [
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sam <sam@basx.dev>
parents: 1277
diff changeset
354 asGPUValue(Material(baseColor: vec3(1, 1, 0)), UniformBuffer),
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sam <sam@basx.dev>
parents: 1277
diff changeset
355 asGPUValue(Material(baseColor: vec3(1, 0, 1)), UniformBuffer),
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sam <sam@basx.dev>
parents: 1322
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356 ],
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sam <sam@basx.dev>
parents: 1322
diff changeset
357 texture1: [
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sam <sam@basx.dev>
parents: 1322
diff changeset
358 Image[Gray](
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sam <sam@basx.dev>
parents: 1322
diff changeset
359 width: 2,
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sam <sam@basx.dev>
parents: 1322
diff changeset
360 height: 2,
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sam <sam@basx.dev>
parents: 1322
diff changeset
361 data: @[W, G, G, W],
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sam <sam@basx.dev>
parents: 1322
diff changeset
362 minInterpolation: VK_FILTER_NEAREST,
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sam <sam@basx.dev>
parents: 1322
diff changeset
363 magInterpolation: VK_FILTER_NEAREST,
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sam <sam@basx.dev>
parents: 1322
diff changeset
364 ),
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sam <sam@basx.dev>
parents: 1322
diff changeset
365 Image[Gray](
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sam <sam@basx.dev>
parents: 1322
diff changeset
366 width: 3,
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sam <sam@basx.dev>
parents: 1322
diff changeset
367 height: 3,
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sam <sam@basx.dev>
parents: 1322
diff changeset
368 data: @[W, G, W, G, W, G, W, G, W],
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sam <sam@basx.dev>
parents: 1322
diff changeset
369 minInterpolation: VK_FILTER_NEAREST,
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sam <sam@basx.dev>
parents: 1322
diff changeset
370 magInterpolation: VK_FILTER_NEAREST,
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sam <sam@basx.dev>
parents: 1322
diff changeset
371 ),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
372 ],
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sam <sam@basx.dev>
parents: 1322
diff changeset
373 )
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sam <sam@basx.dev>
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diff changeset
374 )
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sam <sam@basx.dev>
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diff changeset
375 var otherset1 = asDescriptorSetData(
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sam <sam@basx.dev>
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diff changeset
376 OtherSet(
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diff changeset
377 objectSettings:
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sam <sam@basx.dev>
parents: 1322
diff changeset
378 asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped)
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diff changeset
379 )
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sam <sam@basx.dev>
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diff changeset
380 )
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sam <sam@basx.dev>
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diff changeset
381 var otherset2 = asDescriptorSetData(
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diff changeset
382 OtherSet(
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diff changeset
383 objectSettings:
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sam <sam@basx.dev>
parents: 1322
diff changeset
384 asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped)
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sam <sam@basx.dev>
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diff changeset
385 )
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sam <sam@basx.dev>
parents: 1203
diff changeset
386 )
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sam <sam@basx.dev>
parents: 1208
diff changeset
387
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sam <sam@basx.dev>
parents: 1280
diff changeset
388 assignBuffers(renderdata, quad)
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sam <sam@basx.dev>
parents: 1280
diff changeset
389 assignBuffers(renderdata, constset)
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sam <sam@basx.dev>
parents: 1280
diff changeset
390 assignBuffers(renderdata, mainset)
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sam <sam@basx.dev>
parents: 1280
diff changeset
391 assignBuffers(renderdata, otherset1)
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sam <sam@basx.dev>
parents: 1280
diff changeset
392 assignBuffers(renderdata, otherset2)
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sam <sam@basx.dev>
parents: 1280
diff changeset
393 uploadImages(renderdata, mainset)
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sam <sam@basx.dev>
parents: 1280
diff changeset
394 renderdata.flushAllMemory()
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sam <sam@basx.dev>
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diff changeset
395
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sam <sam@basx.dev>
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diff changeset
396 var pipeline = createPipeline(QuadShader(), renderPass = renderPass)
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sam <sam@basx.dev>
parents: 1203
diff changeset
397
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diff changeset
398 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset)
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sam <sam@basx.dev>
parents: 1280
diff changeset
399 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset)
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sam <sam@basx.dev>
parents: 1280
diff changeset
400 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1)
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sam <sam@basx.dev>
parents: 1280
diff changeset
401 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2)
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sam <sam@basx.dev>
parents: 1204
diff changeset
402
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sam <sam@basx.dev>
parents: 1233
diff changeset
403 var start = getMonoTime()
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sam <sam@basx.dev>
parents: 1233
diff changeset
404 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
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sam <sam@basx.dev>
parents: 1280
diff changeset
405 withNextFrame(framebuffer, commandbuffer):
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sam <sam@basx.dev>
parents: 1299
diff changeset
406 bindDescriptorSet(commandbuffer, constset, 0, pipeline)
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sam <sam@basx.dev>
parents: 1299
diff changeset
407 bindDescriptorSet(commandbuffer, mainset, 1, pipeline)
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sam <sam@basx.dev>
parents: 1240
diff changeset
408
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sam <sam@basx.dev>
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diff changeset
409 withRenderPass(
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sam <sam@basx.dev>
parents: 1414
diff changeset
410 renderPass,
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sam <sam@basx.dev>
parents: 1322
diff changeset
411 framebuffer,
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sam <sam@basx.dev>
parents: 1322
diff changeset
412 commandbuffer,
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sam <sam@basx.dev>
parents: 1414
diff changeset
413 frameWidth(),
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sam <sam@basx.dev>
parents: 1414
diff changeset
414 frameHeight(),
1332
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sam <sam@basx.dev>
parents: 1322
diff changeset
415 vec4(0, 0, 0, 0),
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sam <sam@basx.dev>
parents: 1322
diff changeset
416 ):
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sam <sam@basx.dev>
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diff changeset
417 withPipeline(commandbuffer, pipeline):
1322
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sam <sam@basx.dev>
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diff changeset
418 bindDescriptorSet(commandbuffer, otherset1, 2, pipeline)
4a1c2b1128bc did: improve handling of descriptor sets
sam <sam@basx.dev>
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diff changeset
419 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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sam <sam@basx.dev>
parents: 1240
diff changeset
420
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sam <sam@basx.dev>
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diff changeset
421 bindDescriptorSet(commandbuffer, otherset2, 2, pipeline)
4a1c2b1128bc did: improve handling of descriptor sets
sam <sam@basx.dev>
parents: 1299
diff changeset
422 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
1242
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sam <sam@basx.dev>
parents: 1240
diff changeset
423
1332
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sam <sam@basx.dev>
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diff changeset
424 mainset.data.renderSettings.data.brigthness =
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sam <sam@basx.dev>
parents: 1322
diff changeset
425 ((getMonoTime() - start).inMilliseconds().int / 1000) / time
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sam <sam@basx.dev>
parents: 1322
diff changeset
426 otherset1.data.objectSettings.data.scale =
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sam <sam@basx.dev>
parents: 1322
diff changeset
427 0.5 + ((getMonoTime() - start).inMilliseconds().int / 1000) / time
1283
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sam <sam@basx.dev>
parents: 1280
diff changeset
428 updateGPUBuffer(mainset.data.renderSettings)
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sam <sam@basx.dev>
parents: 1280
diff changeset
429 updateGPUBuffer(otherset1.data.objectSettings)
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sam <sam@basx.dev>
parents: 1280
diff changeset
430 renderdata.flushAllMemory()
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sam <sam@basx.dev>
parents: 1203
diff changeset
431
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
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diff changeset
432 # cleanup
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sam <sam@basx.dev>
parents: 1414
diff changeset
433 checkVkResult vkDeviceWaitIdle(engine().vulkan.device)
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sam <sam@basx.dev>
parents: 1280
diff changeset
434 destroyPipeline(pipeline)
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sam <sam@basx.dev>
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diff changeset
435 destroyRenderData(renderdata)
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sam <sam@basx.dev>
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diff changeset
436
1423
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sam <sam@basx.dev>
parents: 1414
diff changeset
437 proc test_05_cube(time: float32, renderPass: RenderPass) =
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
438 type
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sam <sam@basx.dev>
parents: 1230
diff changeset
439 UniformData = object
1232
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sam <sam@basx.dev>
parents: 1231
diff changeset
440 mvp: Mat4
1332
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sam <sam@basx.dev>
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diff changeset
441
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sam <sam@basx.dev>
parents: 1230
diff changeset
442 Uniforms = object
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sam <sam@basx.dev>
parents: 1230
diff changeset
443 data: GPUValue[UniformData, UniformBufferMapped]
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sam <sam@basx.dev>
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diff changeset
444
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
445 CubeShader = object
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
446 position {.VertexAttribute.}: Vec3f
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
447 color {.VertexAttribute.}: Vec4f
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
448 fragmentColor {.Pass.}: Vec4f
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
449 outColor {.ShaderOutput.}: Vec4f
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sam <sam@basx.dev>
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diff changeset
450 descriptorSets {.DescriptorSet: 0.}: Uniforms
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sam <sam@basx.dev>
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diff changeset
451 # code
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sam <sam@basx.dev>
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diff changeset
452 vertexCode =
df3c075e5dea did: formatting
sam <sam@basx.dev>
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diff changeset
453 """void main() {
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sam <sam@basx.dev>
parents: 1230
diff changeset
454 fragmentColor = color;
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sam <sam@basx.dev>
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diff changeset
455 gl_Position = vec4(position, 1) * data.mvp;
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sam <sam@basx.dev>
parents: 1230
diff changeset
456 }"""
1332
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sam <sam@basx.dev>
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diff changeset
457 fragmentCode =
df3c075e5dea did: formatting
sam <sam@basx.dev>
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diff changeset
458 """void main() {
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
459 outColor = fragmentColor;
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
460 }"""
1332
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sam <sam@basx.dev>
parents: 1322
diff changeset
461
1231
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sam <sam@basx.dev>
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diff changeset
462 Mesh = object
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
463 position: GPUArray[Vec3f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
464 normals: GPUArray[Vec3f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
465 color: GPUArray[Vec4f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
466
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
467 let quad =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
468 @[
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
469 vec3(-0.5, -0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
470 vec3(-0.5, +0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
471 vec3(+0.5, +0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
472 vec3(+0.5, +0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
473 vec3(+0.5, -0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
474 vec3(-0.5, -0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
475 ]
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
476 proc transf(data: seq[Vec3f], mat: Mat4): seq[Vec3f] =
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
477 for v in data:
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
478 result.add mat * v
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
479
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
480 var
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
481 vertices: seq[Vec3f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
482 colors: seq[Vec4f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
483 normals: seq[Vec3f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
484
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
485 # front, red
1280
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
486 vertices.add quad.transf(translate(0, 0, -0.5))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
487 colors.add newSeqWith(6, vec4(1, 0, 0, 1))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
488 normals.add newSeqWith(6, vec3(0, 0, -1))
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
489
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
490 # back, cyan
1280
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
491 vertices.add quad.transf(rotate(PI, Y) * translate(0, 0, -0.5))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
492 colors.add newSeqWith(6, vec4(0, 1, 1, 1))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
493 normals.add newSeqWith(6, vec3(0, 0, 1))
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
494
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
495 # right, green
1280
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
496 vertices.add quad.transf(rotate(PI / 2, Y) * translate(0, 0, -0.5))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
497 colors.add newSeqWith(6, vec4(0, 1, 0, 1))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
498 normals.add newSeqWith(6, vec3(-1, 0, 0))
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
499
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
500 # left, magenta
1280
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
501 vertices.add quad.transf(rotate(-PI / 2, Y) * translate(0, 0, -0.5))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
502 colors.add newSeqWith(6, vec4(1, 0, 1, 1))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
503 normals.add newSeqWith(6, vec3(1, 0, 0))
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
504
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
505 # bottom, blue
1280
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
506 vertices.add quad.transf(rotate(PI / 2, X) * translate(0, 0, -0.5))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
507 colors.add newSeqWith(6, vec4(0, 0, 1, 1))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
508 normals.add newSeqWith(6, vec3(0, -1, 0))
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
509
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
510 # top, yellow
1280
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
511 vertices.add quad.transf(rotate(-PI / 2, X) * translate(0, 0, -0.5))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
512 colors.add newSeqWith(6, vec4(1, 1, 0, 1))
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
513 normals.add newSeqWith(6, vec3(0, 1, 0))
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
514
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
515 var renderdata = initRenderData()
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
516
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
517 var mesh = Mesh(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
518 position: asGPUArray(vertices, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
519 color: asGPUArray(colors, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
520 normals: asGPUArray(normals, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
521 )
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
522 assignBuffers(renderdata, mesh)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
523
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
524 var floor = Mesh(
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
525 position: asGPUArray(
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
526 quad.transf(scale(10, 10, 10) * rotate(-PI / 2, X) * translate(0, 0, 0.05)),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
527 VertexBuffer,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
528 ),
1280
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
529 color: asGPUArray(newSeqWith(6, vec4(0.1, 0.1, 0.1, 1)), VertexBuffer),
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
530 normals: asGPUArray(newSeqWith(6, Y), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
531 )
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
532 assignBuffers(renderdata, floor)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
533
1322
4a1c2b1128bc did: improve handling of descriptor sets
sam <sam@basx.dev>
parents: 1299
diff changeset
534 var uniforms1 = asDescriptorSetData(
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
535 Uniforms(data: asGPUValue(UniformData(mvp: Unit4), UniformBufferMapped))
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
536 )
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
537 assignBuffers(renderdata, uniforms1)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
538
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
539 renderdata.flushAllMemory()
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
540
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
541 var pipeline = createPipeline(CubeShader(), renderPass = renderPass)
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
542 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
543
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
544 var tStart = getMonoTime()
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
545 var t = tStart
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
546
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
547 var start = getMonoTime()
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
548 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
549 let tStartLoop = getMonoTime() - tStart
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
550
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
551 uniforms1.data.data.data.mvp = (
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
552 projection(-PI / 2, getAspectRatio(), 0.01, 100) * translate(0, 0, 2) *
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
553 rotate(PI / 4, X) * rotate(
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
554 PI * 0.1 * (tStartLoop.inMicroseconds() / 1_000_000), Y
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
555 )
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
556 )
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
557 updateGPUBuffer(uniforms1.data.data, flush = true)
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
558
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
559 withNextFrame(framebuffer, commandbuffer):
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
560 withRenderPass(
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
561 renderPass,
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
562 framebuffer,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
563 commandbuffer,
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
564 frameWidth(),
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
565 frameHeight(),
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
566 vec4(0, 0, 0, 0),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
567 ):
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
568 withPipeline(commandbuffer, pipeline):
1322
4a1c2b1128bc did: improve handling of descriptor sets
sam <sam@basx.dev>
parents: 1299
diff changeset
569 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline)
4a1c2b1128bc did: improve handling of descriptor sets
sam <sam@basx.dev>
parents: 1299
diff changeset
570 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
4a1c2b1128bc did: improve handling of descriptor sets
sam <sam@basx.dev>
parents: 1299
diff changeset
571 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = floor)
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
572
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
573 let tEndLoop = getMonoTime() - tStart
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
574 let looptime = tEndLoop - tStartLoop
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
575 let waitTime = 16_666 - looptime.inMicroseconds
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
576 if waitTime > 0:
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
577 sleep((waitTime / 1000).int)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
578
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
579 # cleanup
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
580 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
581 destroyPipeline(pipeline)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
582 destroyRenderData(renderdata)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
583
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
584 proc test_06_different_draw_modes(time: float32, renderPass: RenderPass) =
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
585 var renderdata = initRenderData()
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
586
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
587 type
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
588 Shader = object
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
589 position {.VertexAttribute.}: Vec3f
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
590 color {.VertexAttribute.}: Vec3f
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
591 fragmentColor {.Pass.}: Vec3f
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
592 outColor {.ShaderOutput.}: Vec4f
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
593 # code
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
594 vertexCode: string =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
595 """void main() {
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
596 gl_PointSize = 100;
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
597 fragmentColor = color;
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
598 gl_Position = vec4(position, 1);}"""
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
599 fragmentCode: string =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
600 """void main() {
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
601 outColor = vec4(fragmentColor, 1);}"""
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
602
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
603 TriangleMesh = object
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
604 position: GPUArray[Vec3f, VertexBuffer]
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
605 color: GPUArray[Vec3f, VertexBuffer]
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
606
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
607 var triangle = TriangleMesh(
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
608 position: asGPUArray(
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
609 [vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
610 ),
1280
a89a70ea3da2 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1277
diff changeset
611 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer),
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
612 )
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
613 var lines = TriangleMesh(
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
614 position: asGPUArray(
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
615 [vec3(-0.9, 0, 0), vec3(-0.05, -0.9, 0), vec3(0.05, -0.9, 0), vec3(0.9, 0, 0)],
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
616 VertexBuffer,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
617 ),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
618 color: asGPUArray(
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
619 [vec3(1, 1, 0), vec3(1, 1, 0), vec3(0, 1, 0), vec3(0, 1, 0)], VertexBuffer
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
620 ),
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
621 )
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
622 assignBuffers(renderdata, triangle)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
623 assignBuffers(renderdata, lines)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
624 renderdata.flushAllMemory()
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
625
1414
5e5a3311ca44 did: small improvment to allow easy adjustment of shader-code
sam <sam@basx.dev>
parents: 1375
diff changeset
626 var pipeline1 = createPipeline(
5e5a3311ca44 did: small improvment to allow easy adjustment of shader-code
sam <sam@basx.dev>
parents: 1375
diff changeset
627 Shader(),
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
628 renderPass = renderPass,
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
629 polygonMode = VK_POLYGON_MODE_LINE,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
630 lineWidth = 20'f32,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
631 )
1414
5e5a3311ca44 did: small improvment to allow easy adjustment of shader-code
sam <sam@basx.dev>
parents: 1375
diff changeset
632 var pipeline2 = createPipeline(
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
633 Shader(), renderPass = renderPass, polygonMode = VK_POLYGON_MODE_POINT
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
634 )
1414
5e5a3311ca44 did: small improvment to allow easy adjustment of shader-code
sam <sam@basx.dev>
parents: 1375
diff changeset
635 var pipeline3 = createPipeline(
5e5a3311ca44 did: small improvment to allow easy adjustment of shader-code
sam <sam@basx.dev>
parents: 1375
diff changeset
636 Shader(),
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
637 renderPass = renderPass,
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
638 topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
639 lineWidth = 5,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
640 )
1414
5e5a3311ca44 did: small improvment to allow easy adjustment of shader-code
sam <sam@basx.dev>
parents: 1375
diff changeset
641 var pipeline4 = createPipeline(
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
642 Shader(), renderPass = renderPass, topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
643 )
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
644
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
645 var start = getMonoTime()
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
646 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
647 withNextFrame(framebuffer, commandbuffer):
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
648 withRenderPass(
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
649 renderPass,
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
650 framebuffer,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
651 commandbuffer,
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
652 frameWidth(),
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
653 frameHeight(),
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
654 vec4(0, 0, 0, 0),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
655 ):
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
656 withPipeline(commandbuffer, pipeline1):
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
657 render(commandbuffer = commandbuffer, pipeline = pipeline1, mesh = triangle)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
658 withPipeline(commandbuffer, pipeline2):
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
659 render(commandbuffer = commandbuffer, pipeline = pipeline2, mesh = triangle)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
660 withPipeline(commandbuffer, pipeline3):
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
661 render(commandbuffer = commandbuffer, pipeline = pipeline3, mesh = lines)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
662 withPipeline(commandbuffer, pipeline4):
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
663 render(commandbuffer = commandbuffer, pipeline = pipeline4, mesh = lines)
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
664
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
665 # cleanup
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
666 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
667 destroyPipeline(pipeline1)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
668 destroyPipeline(pipeline2)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
669 destroyPipeline(pipeline3)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
670 destroyPipeline(pipeline4)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
671 destroyRenderData(renderdata)
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
672
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
673 proc test_08_texture_array(time: float32, renderPass: RenderPass) =
1334
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
674 var renderdata = initRenderData()
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
675
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
676 type
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
677 Uniforms = object
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
678 textures: ImageArray[BGRA]
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
679
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
680 Shader = object
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
681 position {.VertexAttribute.}: Vec3f
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
682 uv {.VertexAttribute.}: Vec2f
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
683 fragmentUv {.Pass.}: Vec2f
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
684 outColor {.ShaderOutput.}: Vec4f
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
685 descriptorSets {.DescriptorSet: 0.}: Uniforms
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
686 # code
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
687 vertexCode: string =
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
688 """
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
689 void main() {
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
690 fragmentUv = uv;
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
691 gl_Position = vec4(position, 1);
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
692 }"""
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
693 fragmentCode: string =
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
694 """
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
695 void main() {
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
696 vec4 col1 = texture(textures, vec3(fragmentUv, 0));
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
697 vec4 col2 = texture(textures, vec3(fragmentUv, 1));
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
698 float w = length(fragmentUv * 2 - 1) / 1.41421;
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
699 outColor = (1 - w) * col1 + w * col2;
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
700 }"""
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
701
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
702 Quad = object
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
703 position: GPUArray[Vec3f, VertexBuffer]
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
704 uv: GPUArray[Vec2f, VertexBuffer]
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
705
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
706 var mesh = Quad(
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
707 position: asGPUArray(
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
708 [
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
709 vec3(-0.8, -0.5),
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
710 vec3(-0.8, 0.5),
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
711 vec3(0.8, 0.5),
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
712 vec3(0.8, 0.5),
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
713 vec3(0.8, -0.5),
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
714 vec3(-0.8, -0.5),
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
715 ],
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
716 VertexBuffer,
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
717 ),
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
718 uv: asGPUArray(
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
719 [vec2(0, 1), vec2(0, 0), vec2(1, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1)],
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
720 VertexBuffer,
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
721 ),
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
722 )
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
723 assignBuffers(renderdata, mesh)
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
724 renderdata.flushAllMemory()
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
725
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
726 var pipeline = createPipeline(Shader(), renderPass = renderPass)
1334
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
727 var uniforms1 = asDescriptorSetData(
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
728 Uniforms(textures: loadImageArray[BGRA](["art.png", "art1.png"]))
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
729 )
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
730 uploadImages(renderdata, uniforms1)
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
731 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
732
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
733 var start = getMonoTime()
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
734 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
735 withNextFrame(framebuffer, commandbuffer):
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
736 withRenderPass(
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
737 renderPass,
1334
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
738 framebuffer,
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
739 commandbuffer,
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
740 frameWidth(),
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
741 frameHeight(),
1334
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
742 vec4(0, 0, 0, 0),
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
743 ):
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
744 withPipeline(commandbuffer, pipeline):
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
745 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline)
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
746 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
747
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
748 # cleanup
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
749 checkVkResult vkDeviceWaitIdle(engine().vulkan.device)
1334
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
750 destroyPipeline(pipeline)
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
751 destroyRenderData(renderdata)
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
752
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
753 proc test_07_png_texture(time: float32, renderPass: RenderPass) =
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
754 var renderdata = initRenderData()
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
755
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
756 type
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
757 Uniforms = object
1252
01e9f41d35b1 add:support for push constants
sam <sam@basx.dev>
parents: 1242
diff changeset
758 texture1: Image[BGRA]
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
759
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
760 Shader = object
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
761 position {.VertexAttribute.}: Vec3f
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
762 uv {.VertexAttribute.}: Vec2f
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
763 fragmentUv {.Pass.}: Vec2f
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
764 outColor {.ShaderOutput.}: Vec4f
1322
4a1c2b1128bc did: improve handling of descriptor sets
sam <sam@basx.dev>
parents: 1299
diff changeset
765 descriptorSets {.DescriptorSet: 0.}: Uniforms
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
766 # code
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
767 vertexCode: string =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
768 """
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
769 void main() {
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
770 fragmentUv = uv;
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
771 gl_Position = vec4(position, 1);
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
772 }"""
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
773 fragmentCode: string =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
774 """
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
775 void main() {
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
776 outColor = texture(texture1, fragmentUv);
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
777 }"""
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
778
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
779 Quad = object
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
780 position: GPUArray[Vec3f, VertexBuffer]
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
781 uv: GPUArray[Vec2f, VertexBuffer]
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
782
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
783 var mesh = Quad(
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
784 position: asGPUArray(
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
785 [
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
786 vec3(-0.8, -0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
787 vec3(-0.8, 0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
788 vec3(0.8, 0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
789 vec3(0.8, 0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
790 vec3(0.8, -0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
791 vec3(-0.8, -0.5),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
792 ],
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
793 VertexBuffer,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
794 ),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
795 uv: asGPUArray(
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
796 [vec2(0, 1), vec2(0, 0), vec2(1, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1)],
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
797 VertexBuffer,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
798 ),
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
799 )
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
800 assignBuffers(renderdata, mesh)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
801 renderdata.flushAllMemory()
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
802
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
803 var pipeline = createPipeline(Shader(), renderPass = renderPass)
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
804 var uniforms1 = asDescriptorSetData(Uniforms(texture1: loadImage[BGRA]("art.png")))
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
805 uploadImages(renderdata, uniforms1)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
806 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
807
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
808 var start = getMonoTime()
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
813 framebuffer,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
817 vec4(0, 0, 0, 0),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
822
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
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
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
827
1334
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
828 proc test_09_triangle_2pass(
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
829 time: float32, depthBuffer: bool, samples: VkSampleCountFlagBits
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
830 ) =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
831 var (offscreenRP, presentRP) =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
01e9f41d35b1 add:support for push constants
sam <sam@basx.dev>
parents: 1242
diff changeset
840 frameTexture: Image[BGRA]
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
848 vertexCode: string =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
852 fragmentCode: string =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
862 vertexCode: string =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
866 fragmentCode: string =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
887
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
888 var mesh = TriangleMesh(
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
889 position:
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
894 position:
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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: 1228
diff changeset
951 msaaMemory = svkAllocateMemory(
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
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: 1228
diff changeset
956
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff 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
diff 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
diff changeset
959 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
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: 1228
diff changeset
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: 1228
diff changeset
963 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
964 if offscreenRP.depthBuffer:
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
965 attachments =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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: 1228
diff changeset
967 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
968 attachments = @[msaaImageView, uniforms1.data.frameTexture.imageview]
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
969 var offscreenFB =
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
970 svkCreateFramebuffer(offscreenRP.vk, frameWidth(), frameHeight(), attachments)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
971
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
972 var start = getMonoTime()
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
973 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
974 withNextFrame(framebuffer, commandbuffer):
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
975 withRenderPass(
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
976 offscreenRP,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
977 offscreenFB,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
978 commandbuffer,
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
979 frameWidth(),
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
980 frameHeight(),
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
981 vec4(0, 0, 0, 0),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
982 ):
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
983 withPipeline(commandbuffer, drawPipeline):
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
984 render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
985
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
986 withRenderPass(
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
987 presentRP,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
988 framebuffer,
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
989 commandbuffer,
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
990 frameWidth(),
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
991 frameHeight(),
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
992 vec4(0, 0, 0, 0),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
993 ):
1283
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
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 add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
997
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
998 # cleanup
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
999 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
1000 destroyPipeline(presentPipeline)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
1001 destroyPipeline(drawPipeline)
0369fa1ffbd9 did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents: 1280
diff changeset
1002 destroyRenderData(renderdata)
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
1003 if depthImage.Valid:
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1004 vkDestroyImageView(engine().vulkan.device, depthImageView, nil)
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1005 vkDestroyImage(engine().vulkan.device, depthImage, nil)
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1006 vkFreeMemory(engine().vulkan.device, depthMemory, nil)
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
1007 if msaaImage.Valid:
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1008 vkDestroyImageView(engine().vulkan.device, msaaImageView, nil)
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1009 vkDestroyImage(engine().vulkan.device, msaaImage, nil)
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1010 vkFreeMemory(engine().vulkan.device, msaaMemory, nil)
1285
6d16003406fb add: missing destroy-function for renderpass
sam <sam@basx.dev>
parents: 1283
diff changeset
1011 destroyRenderPass(offscreenRP)
6d16003406fb add: missing destroy-function for renderpass
sam <sam@basx.dev>
parents: 1283
diff changeset
1012 destroyRenderPass(presentRP)
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
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
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
1016 when isMainModule:
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
1017 var time = 1'f32
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1018 initEngine("Test rendering")
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
1019
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
1020 var renderPasses = [
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
1021 (depthBuffer: false, samples: VK_SAMPLE_COUNT_1_BIT),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
1022 (depthBuffer: false, samples: VK_SAMPLE_COUNT_4_BIT),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
1023 (depthBuffer: true, samples: VK_SAMPLE_COUNT_1_BIT),
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
1027 # test normal
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
1028 for i, (depthBuffer, samples) in renderPasses:
1332
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
1029 var renderpass =
df3c075e5dea did: formatting
sam <sam@basx.dev>
parents: 1322
diff changeset
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
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
1032
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
1033 # tests a simple triangle with minimalistic shader and vertex format
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1034 test_01_triangle(time, renderpass)
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
1035
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
1036 # tests instanced triangles and quads, mixing meshes and instances
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1037 test_02_triangle_quad_instanced(time, renderpass)
1210
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
1038
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
1039 # teste descriptor sets
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1040 test_03_simple_descriptorset(time, renderpass)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
1041
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
1042 # tests multiple descriptor sets and arrays
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1043 test_04_multiple_descriptorsets(time, renderpass)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
1044
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
1045 # rotating cube
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1046 test_05_cube(time, renderpass)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
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 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
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: 1414
diff changeset
1051 test_07_png_texture(time, renderpass)
1334
d5a6f69dc855 add: support for multi-layer images
sam <sam@basx.dev>
parents: 1332
diff changeset
1052
1423
3b8a736c45a7 did: put almost all global state into a single struct
sam <sam@basx.dev>
parents: 1414
diff changeset
1053 test_08_texture_array(time, renderpass)
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
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
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
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()