annotate tests/test_gltf.nim @ 1256:bfb75c934f4e

add: window focus handling, improve window api a bit
author sam <sam@basx.dev>
date Sun, 28 Jul 2024 17:33:41 +0700
parents 2b5ca798f6d6
children e9b8d87b9883
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1 import std/os
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2 import std/sequtils
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3 import std/monotimes
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4 import std/times
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5 import std/options
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6 import std/random
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7
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8 import ../semiconginev2
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9
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10 proc test_gltf(time: float32) =
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11 var renderdata = InitRenderData()
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12
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13 type
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14 ObjectData = object
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15 transform: Mat4
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16 materialId: int32
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17 Camera = object
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18 viewPerspective: Mat4
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19 Material = object
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20 color: Vec4f = NewVec4f(1, 1, 1, 1)
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21 # colorTexture: int32 = -1
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22 metallic: float32 = 0
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23 roughness: float32 = 0
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24 # metallicRoughnessTexture: int32 = -1
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25 # normalTexture: int32 = -1
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26 # occlusionTexture: int32 = -1
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27 emissive: Vec4f = NewVec4f(0, 0, 0, 0)
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28 # emissiveTexture: int32 = -1
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29 MainDescriptors = object
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30 materials: array[32, GPUValue[Material, UniformBuffer]]
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31 camera: GPUValue[Camera, UniformBufferMapped]
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32 Shader = object
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33 objectData {.PushConstantAttribute.}: ObjectData
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34 position {.VertexAttribute.}: Vec3f
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35 color {.VertexAttribute.}: Vec4f
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36 normal {.VertexAttribute.}: Vec3f
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37 fragmentColor {.Pass.}: Vec4f
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38 fragmentNormal {.Pass.}: Vec3f
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39 outColor {.ShaderOutput.}: Vec4f
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40 descriptors {.DescriptorSets.}: (MainDescriptors, )
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41 # code
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42 vertexCode: string = """
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43 void main() {
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44 fragmentColor = color * materials[objectData.materialId].color;
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45 fragmentNormal = normal;
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46 gl_Position = vec4(position, 1) * (objectData.transform * camera.viewPerspective);
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47 }"""
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48 fragmentCode: string = """
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49 const vec3 lightDir = normalize(vec3(1, -1, 1));
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50 void main() {
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51 outColor = vec4(fragmentColor.rgb * (1 - abs(dot(fragmentNormal, lightDir))), fragmentColor.a);
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52 }"""
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53 Mesh = object
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54 position: GPUArray[Vec3f, VertexBuffer]
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55 color: GPUArray[Vec4f, VertexBuffer]
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56 normal: GPUArray[Vec3f, VertexBuffer]
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57 indices: GPUArray[uint32, IndexBuffer]
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58 material: int32
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59
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60 var gltfData = LoadMeshes[Mesh, Material](
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61 "town.glb",
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62 MeshAttributeNames(
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63 POSITION: "position",
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64 COLOR: @["color"],
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65 NORMAL: "normal",
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66 indices: "indices",
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67 material: "material",
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68 ),
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69 MaterialAttributeNames(
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70 baseColorFactor: "color",
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71 baseColorTexture: "colorTexture",
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72 metallicFactor: "metallic",
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73 roughnessFactor: "roughness",
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74 metallicRoughnessTexture: "metallicRoughnessTexture",
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75 normalTexture: "normalTexture",
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76 occlusionTexture: "occlusionTexture",
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77 emissiveTexture: "emissiveTexture",
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78 emissiveFactor: "emissive",
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79 )
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80 )
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81 var descriptors = asDescriptorSet(
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82 MainDescriptors(
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83 camera: asGPUValue(Camera(
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84 viewPerspective: Unit4,
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85 ), UniformBufferMapped)
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86 )
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87 )
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88 for i in 0 ..< gltfData.materials.len:
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89 descriptors.data.materials[i] = asGPUValue(gltfData.materials[i], UniformBuffer)
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90 for mesh in mitems(gltfData.meshes):
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91 for primitive in mitems(mesh):
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92 primitive[0].color = asGPUArray(newSeqWith(primitive[0].position.data.len, NewVec4f(1, 1, 1, 1)), VertexBuffer)
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93 renderdata.AssignBuffers(primitive[0])
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94 renderdata.AssignBuffers(descriptors)
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95
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96 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass)
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97 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors)
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98
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99 renderdata.FlushAllMemory()
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100
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101 proc drawNode(commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, transform: Mat4) =
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102 let nodeTransform = gltfData.nodes[nodeId].transform * transform
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103 if gltfData.nodes[nodeId].mesh >= 0:
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104 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh]:
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105 RenderWithPushConstant(
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106 commandbuffer = commandbuffer,
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107 pipeline = pipeline,
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108 mesh = primitive[0],
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109 pushConstant = ObjectData(transform: nodeTransform, materialId: primitive[0].material)
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110 )
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111 for childNode in gltfData.nodes[nodeId].children:
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112 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = childNode, transform = nodeTransform)
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113
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114 var camPos: Vec3f
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115 var camYaw: float32
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116 var camPitch: float32
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117
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118 discard UpdateInputs() # clear inputs, otherwise MouseMove will have stuff
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119
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120 var start = getMonoTime()
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121 var lastT = getMonoTime()
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122 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time and UpdateInputs():
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123 let dt = ((getMonoTime() - lastT).inNanoseconds().int / 1_000_000_000).float32
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124 lastT = getMonoTime()
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125
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126 camYaw -= MouseMove().x / 1000
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127 camPitch -= MouseMove().y / 1000
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128 var
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129 forward = 0'f32
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130 sideward = 0'f32
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131 if KeyIsDown(W): forward += 2
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132 if KeyIsDown(S): forward -= 2
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133 if KeyIsDown(A): sideward -= 2
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134 if KeyIsDown(D): sideward += 2
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135
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136 let camDir = (Rotate(camYaw, Y) * Rotate(camPitch, X)) * Z
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137 let camDirSide = camDir.Cross(-Y).Normalized
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138 camPos += camDir * forward * dt
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139 camPos += camDirSide * sideward * dt
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140
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141 descriptors.data.camera.data.viewPerspective = (
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142 Perspective(PI/3, aspect = GetAspectRatio(), zNear = 0.1, zFar = 1) *
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143 Rotate(-camPitch, X) * Rotate(-camYaw, Y) * Translate(-camPos)
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144 )
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145
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146 UpdateGPUBuffer(descriptors.data.camera)
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147
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148 WithNextFrame(framebuffer, commandbuffer):
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149
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150 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
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151
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152 WithPipeline(commandbuffer, pipeline):
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153 WithBind(commandbuffer, (descriptors, ), pipeline):
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154 for nodeId in gltfData.scenes[0]:
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155 drawNode(
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156 commandbuffer = commandbuffer,
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157 pipeline = pipeline,
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158 nodeId = nodeId,
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159 transform = Rotate(PI / 2, Z)
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160 )
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161
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162 # cleanup
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163 checkVkResult vkDeviceWaitIdle(vulkan.device)
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164 DestroyPipeline(pipeline)
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165 DestroyRenderData(renderdata)
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166
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167 when isMainModule:
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168 var time = 1000'f32
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169 InitVulkan()
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170
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171 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT)
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172 SetupSwapchain(renderpass = renderpass)
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173 LockMouse(true)
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174 ShowSystemCursor(false)
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175
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176 # tests a simple triangle with minimalistic shader and vertex format
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177 test_gltf(time)
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178
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179 checkVkResult vkDeviceWaitIdle(vulkan.device)
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180 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)
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181 ClearSwapchain()
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182
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183 DestroyVulkan()