Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 124:cb9e27a30165
fix: completely overhole buffer handling for drawing, fix shit
author | Sam <sam@basx.dev> |
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date | Mon, 10 Apr 2023 20:09:37 +0700 |
parents | 55be3579dc30 |
children | 6e2c48cb6f60 |
rev | line source |
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96 | 1 import std/options |
2 | |
117 | 3 import semicongine |
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4 |
104 | 5 proc diagnostics(instance: Instance) = |
94 | 6 # diagnostic output |
115 | 7 # print basic driver infos |
8 echo "Layers" | |
9 for layer in getLayers(): | |
10 echo " " & layer | |
11 echo "Instance extensions" | |
12 for extension in getInstanceExtensions(): | |
13 echo " " & extension | |
14 | |
93 | 15 echo "Devices" |
16 for device in instance.getPhysicalDevices(): | |
17 echo " " & $device | |
96 | 18 echo " Rating: " & $device.rateGraphics() |
93 | 19 echo " Extensions" |
20 for extension in device.getExtensions(): | |
21 echo " " & $extension | |
96 | 22 echo " Properties" |
23 echo " " & $device.getProperties() | |
24 echo " Features" | |
25 echo " " & $device.getFeatures() | |
93 | 26 echo " Queue families" |
27 for queueFamily in device.getQueueFamilies(): | |
28 echo " " & $queueFamily | |
94 | 29 echo " Surface present modes" |
96 | 30 for mode in device.getSurfacePresentModes(): |
94 | 31 echo " " & $mode |
32 echo " Surface formats" | |
96 | 33 for format in device.getSurfaceFormats(): |
94 | 34 echo " " & $format |
93 | 35 |
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36 proc scene_different_mesh_types(): Scene = |
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37 result = Scene( |
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38 name: "main", |
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39 root: newEntity("root", |
117 | 40 newEntity("triangle1", newMesh( |
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41 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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42 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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43 )), |
120 | 44 newEntity("triangle1b", newMesh( |
45 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], | |
46 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
47 )), | |
48 newEntity("triangle2a", newMesh( | |
49 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], | |
50 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
51 indices=[[0'u16, 2'u16, 1'u16]] | |
52 )), | |
53 newEntity("triangle2b", newMesh( | |
54 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], | |
55 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
56 indices=[[0'u16, 2'u16, 1'u16]] | |
57 )), | |
58 newEntity("triangle3a", newMesh( | |
59 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], | |
60 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], | |
61 indices=[[0'u32, 2'u32, 1'u32]], | |
62 autoResize=false | |
63 )), | |
64 newEntity("triangle3b", newMesh( | |
65 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], | |
66 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], | |
67 indices=[[0'u32, 2'u32, 1'u32]], | |
68 autoResize=false | |
69 )), | |
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70 ) |
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71 ) |
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72 |
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73 proc scene_simple(): Scene = |
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74 var mymesh1 = newMesh( |
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75 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
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76 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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77 ) |
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78 var mymesh2 = newMesh( |
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79 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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80 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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81 ) |
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82 var mymesh3 = newMesh( |
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83 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
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84 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], |
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85 indices=[[0'u32, 1'u32, 2'u32]], |
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86 autoResize=false |
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87 ) |
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88 var mymesh4 = newMesh( |
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89 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
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90 colors=[newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0)], |
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91 indices=[[0'u16, 1'u16, 2'u16]], |
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92 ) |
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93 setMeshData[Vec3f](mymesh1, "translate", @[newVec3f(0.3, 0.3)]) |
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94 result = Scene( |
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95 name: "main", |
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96 root: newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1),) |
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97 ) |
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98 |
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99 |
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100 when isMainModule: |
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101 # INIT ENGINE: |
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102 # create instance |
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103 var thewindow = createWindow("Test") |
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104 var instance = thewindow.createInstance( |
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105 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), |
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106 instanceExtensions= @["VK_EXT_debug_utils"], |
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107 layers= @["VK_LAYER_KHRONOS_validation", "VK_LAYER_MESA_overlay"] |
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108 ) |
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109 var debugger = instance.createDebugMessenger() |
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110 # create devices |
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111 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() |
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112 var device = instance.createDevice( |
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113 selectedPhysicalDevice, |
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114 @[], |
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115 @["VK_EXT_index_type_uint8"], |
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116 selectedPhysicalDevice.filterForGraphicsPresentationQueues() |
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117 ) |
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118 |
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119 # INIT RENDERER: |
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120 const |
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121 vertexInput = @[ |
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122 attr[Vec3f]("position", memoryLocation=VRAM), |
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123 attr[Vec3f]("color", memoryLocation=VRAM), |
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124 # attr[Vec3f]("translate", perInstance=true) |
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125 ] |
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126 vertexOutput = @[attr[Vec3f]("outcolor")] |
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127 uniforms = @[attr[float32]("time")] |
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128 fragOutput = @[attr[Vec4f]("color")] |
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129 vertexCode = compileGlslShader( |
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130 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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131 inputs=vertexInput, |
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132 uniforms=uniforms, |
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133 outputs=vertexOutput, |
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134 body="""gl_Position = vec4(position, 1.0); outcolor = color * sin(Uniforms.time) * 0.5 + 0.5;""" |
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135 ) |
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136 fragmentCode = compileGlslShader( |
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137 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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138 inputs=vertexOutput, |
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139 uniforms=uniforms, |
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140 outputs=fragOutput, |
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141 body="color = vec4(outcolor, 1);" |
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142 ) |
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143 var |
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144 vertexshader = device.createShaderModule(vertexCode) |
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145 fragmentshader = device.createShaderModule(fragmentCode) |
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146 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() |
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147 renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) |
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148 (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) |
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149 if res != VK_SUCCESS: |
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150 raise newException(Exception, "Unable to create swapchain") |
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151 |
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152 # INIT SCENE |
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153 var time = initShaderGlobal("time", 0.0'f32) |
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154 |
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155 var thescene = scene_simple() |
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156 thescene.root.components.add time |
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157 thescene.setupDrawables(renderPass) |
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158 swapchain.setupUniforms(thescene) |
109 | 159 |
115 | 160 # MAINLOOP |
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161 echo "Setup successfull, start rendering" |
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162 for i in 0 ..< 10000: |
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163 setValue[float32](time.value, get[float32](time.value) + 0.0005) |
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164 discard swapchain.drawScene(thescene) |
108 | 165 echo "Rendered ", swapchain.framesRendered, " frames" |
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166 checkVkResult device.vk.vkDeviceWaitIdle() |
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167 |
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168 # cleanup |
96 | 169 echo "Start cleanup" |
93 | 170 |
115 | 171 # destroy scene |
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172 thescene.destroy() |
108 | 173 |
115 | 174 # destroy renderer |
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175 vertexshader.destroy() |
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176 fragmentshader.destroy() |
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177 renderPass.destroy() |
96 | 178 swapchain.destroy() |
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179 |
115 | 180 # destroy engine |
96 | 181 device.destroy() |
93 | 182 debugger.destroy() |
183 instance.destroy() | |
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184 thewindow.destroy() |