Mercurial > games > semicongine
annotate tests/test_rendering.nim @ 1211:d9799f74f5a7 compiletime-tests
did: cleanup and enable all tests
author | sam <sam@basx.dev> |
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date | Wed, 17 Jul 2024 00:33:32 +0700 |
parents | 570ac1620fb6 |
children | 518a952eccbf |
rev | line source |
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1203 | 1 import std/options |
1204 | 2 import std/random |
3 | |
1203 | 4 import ../semicongine |
5 | |
6 var | |
7 mainRenderpass: VkRenderPass | |
8 swapchain: Swapchain | |
9 | |
1204 | 10 proc test_01_triangle(nFrames: int) = |
1203 | 11 var renderdata = InitRenderData() |
12 | |
13 type | |
14 TrianglShader = object | |
15 position {.VertexAttribute.}: Vec3f | |
16 color {.VertexAttribute.}: Vec3f | |
17 fragmentColor {.Pass.}: Vec3f | |
18 outColor {.ShaderOutput.}: Vec4f | |
19 # code | |
20 vertexCode: string = """void main() { | |
21 fragmentColor = color; | |
22 gl_Position = vec4(position, 1);}""" | |
23 fragmentCode: string = """void main() { | |
24 outColor = vec4(fragmentColor, 1);}""" | |
25 TriangleMesh = object | |
26 position: GPUArray[Vec3f, VertexBuffer] | |
27 color: GPUArray[Vec3f, VertexBuffer] | |
28 var mesh = TriangleMesh( | |
1204 | 29 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), |
1203 | 30 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), |
31 ) | |
1204 | 32 AssignBuffers(renderdata, mesh) |
33 renderdata.FlushAllMemory() | |
1203 | 34 |
35 var | |
1204 | 36 pipeline = CreatePipeline[TrianglShader](renderPass = mainRenderpass, samples = swapchain.samples) |
1203 | 37 |
1204 | 38 var c = 0 |
39 while UpdateInputs() and c < nFrames: | |
1203 | 40 WithNextFrame(swapchain, framebuffer, commandbuffer): |
41 WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): | |
42 WithPipeline(commandbuffer, pipeline): | |
1204 | 43 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) |
44 inc c | |
1203 | 45 |
46 # cleanup | |
1204 | 47 checkVkResult vkDeviceWaitIdle(vulkan.device) |
1203 | 48 DestroyPipeline(pipeline) |
49 DestroyRenderData(renderdata) | |
50 | |
51 | |
1204 | 52 proc test_02_triangle_quad_instanced(nFrames: int) = |
53 var renderdata = InitRenderData() | |
54 | |
55 type | |
56 SomeShader = object | |
57 position {.VertexAttribute.}: Vec3f | |
58 color {.VertexAttribute.}: Vec3f | |
59 pos {.InstanceAttribute.}: Vec3f | |
60 scale {.InstanceAttribute.}: float32 | |
61 fragmentColor {.Pass.}: Vec3f | |
62 outColor {.ShaderOutput.}: Vec4f | |
63 # code | |
64 vertexCode: string = """void main() { | |
65 fragmentColor = color; | |
66 gl_Position = vec4((position * scale) + pos, 1);}""" | |
67 fragmentCode: string = """void main() { | |
68 outColor = vec4(fragmentColor, 1);}""" | |
69 TriangleMesh = object | |
70 position: GPUArray[Vec3f, VertexBuffer] | |
71 color: GPUArray[Vec3f, VertexBuffer] | |
72 QuadMesh = object | |
73 position: GPUArray[Vec3f, VertexBuffer] | |
74 color: GPUArray[Vec3f, VertexBuffer] | |
75 indices: GPUArray[uint16, IndexBuffer] | |
76 Instances = object | |
77 pos: GPUArray[Vec3f, VertexBuffer] | |
78 scale: GPUArray[float32, VertexBuffer] | |
79 var tri = TriangleMesh( | |
80 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), | |
81 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), | |
82 ) | |
83 var quad = QuadMesh( | |
84 position: asGPUArray([NewVec3f(-0.3, -0.3), NewVec3f(-0.3, 0.3), NewVec3f(0.3, 0.3), NewVec3f(0.3, -0.3)], VertexBuffer), | |
85 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), | |
86 color: asGPUArray([NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1)], VertexBuffer), | |
87 ) | |
88 | |
89 var instancesA: Instances | |
90 for n in 1..100: | |
91 instancesA.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32)) | |
92 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32) | |
93 var instancesB: Instances | |
94 for n in 1..100: | |
95 instancesB.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32)) | |
96 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32) | |
97 | |
98 AssignBuffers(renderdata, tri) | |
99 AssignBuffers(renderdata, quad) | |
100 AssignBuffers(renderdata, instancesA) | |
101 AssignBuffers(renderdata, instancesB) | |
102 renderdata.FlushAllMemory() | |
103 | |
104 var pipeline = CreatePipeline[SomeShader](renderPass = mainRenderpass, samples = swapchain.samples) | |
105 | |
106 var c = 0 | |
107 while UpdateInputs() and c < nFrames: | |
108 WithNextFrame(swapchain, framebuffer, commandbuffer): | |
109 WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): | |
110 WithPipeline(commandbuffer, pipeline): | |
111 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesA) | |
112 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesB) | |
113 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesA) | |
114 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesB) | |
115 inc c | |
116 | |
117 # cleanup | |
118 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
119 DestroyPipeline(pipeline) | |
120 DestroyRenderData(renderdata) | |
121 | |
1210 | 122 proc test_03_simple_descriptorset(nFrames: int) = |
123 var renderdata = InitRenderData() | |
124 | |
125 type | |
126 Material = object | |
127 baseColor: Vec3f | |
128 | |
129 Uniforms = object | |
130 material: GPUValue[Material, UniformBuffer] | |
131 texture1: Texture[TVec3[uint8]] | |
132 | |
133 QuadShader = object | |
134 position {.VertexAttribute.}: Vec3f | |
135 fragmentColor {.Pass.}: Vec3f | |
136 uv {.Pass.}: Vec2f | |
137 outColor {.ShaderOutput.}: Vec4f | |
138 descriptorSets {.DescriptorSets.}: (Uniforms, ) | |
139 # code | |
140 vertexCode: string = """void main() { | |
141 fragmentColor = material.baseColor; | |
142 gl_Position = vec4(position, 1); | |
143 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5; | |
144 uv = position.xy + 0.5; | |
145 }""" | |
146 fragmentCode: string = """void main() { | |
147 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}""" | |
148 QuadMesh = object | |
149 position: GPUArray[Vec3f, VertexBuffer] | |
150 indices: GPUArray[uint16, IndexBuffer] | |
151 | |
152 let R = TVec3[uint8]([255'u8, 0'u8, 0'u8]) | |
153 let G = TVec3[uint8]([0'u8, 255'u8, 0'u8]) | |
154 let B = TVec3[uint8]([0'u8, 0'u8, 255'u8]) | |
155 let W = TVec3[uint8]([255'u8, 255'u8, 255'u8]) | |
156 var | |
157 quad = QuadMesh( | |
158 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), | |
159 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), | |
160 ) | |
161 uniforms1 = asDescriptorSet( | |
162 Uniforms( | |
163 material: asGPUValue(Material(baseColor: NewVec3f(1, 1, 1)), UniformBuffer), | |
164 texture1: Texture[TVec3[uint8]](width: 3, height: 3, data: @[R, G, B, G, B, R, B, R, G], interpolation: VK_FILTER_NEAREST), | |
165 ) | |
166 ) | |
167 uniforms2 = asDescriptorSet( | |
168 Uniforms( | |
169 material: asGPUValue(Material(baseColor: NewVec3f(0.5, 0.5, 0.5)), UniformBuffer), | |
170 texture1: Texture[TVec3[uint8]](width: 2, height: 2, data: @[R, G, B, W]), | |
171 ) | |
172 ) | |
173 | |
174 AssignBuffers(renderdata, quad) | |
175 AssignBuffers(renderdata, uniforms1) | |
176 AssignBuffers(renderdata, uniforms2) | |
177 UploadTextures(renderdata, uniforms1) | |
178 UploadTextures(renderdata, uniforms2) | |
179 renderdata.FlushAllMemory() | |
180 | |
181 var pipeline = CreatePipeline[QuadShader](renderPass = mainRenderpass, samples = swapchain.samples) | |
182 | |
183 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) | |
184 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2) | |
185 | |
186 var c = 0 | |
187 while UpdateInputs() and c < nFrames: | |
188 WithNextFrame(swapchain, framebuffer, commandbuffer): | |
189 WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): | |
190 WithPipeline(commandbuffer, pipeline): | |
191 WithBind(commandbuffer, (uniforms1, ), pipeline, swapchain.currentFiF): | |
192 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) | |
193 WithBind(commandbuffer, (uniforms2, ), pipeline, swapchain.currentFiF): | |
194 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) | |
195 inc c | |
196 | |
197 # cleanup | |
198 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
199 DestroyPipeline(pipeline) | |
200 DestroyRenderData(renderdata) | |
201 | |
202 proc test_04_multiple_descriptorsets(nFrames: int) = | |
1204 | 203 var renderdata = InitRenderData() |
1203 | 204 |
1204 | 205 type |
206 RenderSettings = object | |
1209 | 207 brigthness: float32 |
1210 | 208 Material = object |
209 baseColor: Vec3f | |
1209 | 210 ObjectSettings = object |
1210 | 211 scale: float32 |
212 materialIndex: uint32 | |
213 Constants = object | |
214 offset: Vec2f | |
215 | |
216 ConstSet = object | |
217 constants: GPUValue[Constants, UniformBuffer] | |
1209 | 218 MainSet = object |
219 renderSettings: GPUValue[RenderSettings, UniformBufferMapped] | |
1210 | 220 material: array[2, GPUValue[Material, UniformBuffer]] |
221 texture1: array[2, Texture[TVec1[uint8]]] | |
1209 | 222 OtherSet = object |
1210 | 223 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped] |
1209 | 224 |
1204 | 225 QuadShader = object |
226 position {.VertexAttribute.}: Vec3f | |
227 fragmentColor {.Pass.}: Vec3f | |
1210 | 228 uv {.Pass.}: Vec2f |
1204 | 229 outColor {.ShaderOutput.}: Vec4f |
1210 | 230 descriptorSets {.DescriptorSets.}: (ConstSet, MainSet, OtherSet) |
1204 | 231 # code |
232 vertexCode: string = """void main() { | |
1210 | 233 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness; |
234 gl_Position = vec4(position * objectSettings.scale, 1); | |
235 gl_Position.xy += constants.offset.xy; | |
236 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5; | |
237 uv = position.xy + 0.5; | |
238 }""" | |
1204 | 239 fragmentCode: string = """void main() { |
1210 | 240 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1); |
241 }""" | |
1204 | 242 QuadMesh = object |
243 position: GPUArray[Vec3f, VertexBuffer] | |
244 indices: GPUArray[uint16, IndexBuffer] | |
1203 | 245 |
1204 | 246 var quad = QuadMesh( |
1209 | 247 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), |
1204 | 248 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
1209 | 249 ) |
1210 | 250 var constset = asDescriptorSet( |
251 ConstSet( | |
252 constants: asGPUValue(Constants(offset: NewVec2f(-0.3, 0.2)), UniformBuffer), | |
253 ) | |
254 ) | |
255 let G = TVec1[uint8]([50'u8]) | |
256 let W = TVec1[uint8]([255'u8]) | |
257 var mainset = asDescriptorSet( | |
1209 | 258 MainSet( |
259 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped), | |
1210 | 260 material: [ |
261 asGPUValue(Material(baseColor: NewVec3f(1, 1, 0)), UniformBuffer), | |
262 asGPUValue(Material(baseColor: NewVec3f(1, 0, 1)), UniformBuffer), | |
263 ], | |
264 texture1: [ | |
265 Texture[TVec1[uint8]](width: 2, height: 2, data: @[W, G, G, W], interpolation: VK_FILTER_NEAREST), | |
266 Texture[TVec1[uint8]](width: 3, height: 3, data: @[W, G, W, G, W, G, W, G, W], interpolation: VK_FILTER_NEAREST), | |
267 ], | |
268 ), | |
269 ) | |
270 var otherset1 = asDescriptorSet( | |
271 OtherSet( | |
272 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped), | |
1209 | 273 ) |
1204 | 274 ) |
1210 | 275 var otherset2 = asDescriptorSet( |
1209 | 276 OtherSet( |
1210 | 277 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped), |
1209 | 278 ) |
1204 | 279 ) |
1209 | 280 |
1204 | 281 AssignBuffers(renderdata, quad) |
1210 | 282 AssignBuffers(renderdata, constset) |
283 AssignBuffers(renderdata, mainset) | |
284 AssignBuffers(renderdata, otherset1) | |
285 AssignBuffers(renderdata, otherset2) | |
286 UploadTextures(renderdata, mainset) | |
1204 | 287 renderdata.FlushAllMemory() |
288 | |
289 var pipeline = CreatePipeline[QuadShader](renderPass = mainRenderpass, samples = swapchain.samples) | |
290 | |
1210 | 291 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset) |
292 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset) | |
293 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1) | |
294 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2) | |
1205
f7530247a21f
did: improve descriptor-set handling, add simple descriptor set test
sam <sam@basx.dev>
parents:
1204
diff
changeset
|
295 |
1204 | 296 var c = 0 |
297 while UpdateInputs() and c < nFrames: | |
298 WithNextFrame(swapchain, framebuffer, commandbuffer): | |
1210 | 299 WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): |
300 WithPipeline(commandbuffer, pipeline): | |
301 WithBind(commandbuffer, (constset, mainset, otherset1), pipeline, swapchain.currentFiF): | |
302 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) | |
303 WithBind(commandbuffer, (constset, mainset, otherset2), pipeline, swapchain.currentFiF): | |
304 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) | |
305 mainset.data.renderSettings.data.brigthness = (c.float32 / nFrames.float32) | |
306 otherset1.data.objectSettings.data.scale = 0.5 + (c.float32 / nFrames.float32) | |
307 UpdateGPUBuffer(mainset.data.renderSettings) | |
308 UpdateGPUBuffer(otherset1.data.objectSettings) | |
1205
f7530247a21f
did: improve descriptor-set handling, add simple descriptor set test
sam <sam@basx.dev>
parents:
1204
diff
changeset
|
309 renderdata.FlushAllMemory() |
1204 | 310 inc c |
311 | |
312 # cleanup | |
1203 | 313 checkVkResult vkDeviceWaitIdle(vulkan.device) |
1204 | 314 DestroyPipeline(pipeline) |
315 DestroyRenderData(renderdata) | |
316 | |
317 when isMainModule: | |
1211 | 318 var nFrames = 2000 |
1204 | 319 InitVulkan() |
320 | |
321 # test normal | |
322 block: | |
323 mainRenderpass = CreatePresentationRenderPass() | |
324 swapchain = InitSwapchain(renderpass = mainRenderpass).get() | |
325 | |
326 # tests a simple triangle with minimalistic shader and vertex format | |
1211 | 327 test_01_triangle(nFrames) |
1204 | 328 |
329 # tests instanced triangles and quads, mixing meshes and instances | |
1211 | 330 test_02_triangle_quad_instanced(nFrames) |
1204 | 331 |
1211 | 332 # teste descriptor sets |
333 test_03_simple_descriptorset(nFrames) | |
1210 | 334 |
1211 | 335 # tests multiple descriptor sets and arrays |
1210 | 336 test_04_multiple_descriptorsets(nFrames) |
1204 | 337 |
338 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
339 vkDestroyRenderPass(vulkan.device, mainRenderpass, nil) | |
340 DestroySwapchain(swapchain) | |
341 | |
342 # test MSAA | |
343 block: | |
344 mainRenderpass = CreatePresentationRenderPass(samples = VK_SAMPLE_COUNT_4_BIT) | |
345 swapchain = InitSwapchain(renderpass = mainRenderpass, samples = VK_SAMPLE_COUNT_4_BIT).get() | |
346 | |
1211 | 347 test_01_triangle(99999999) |
1204 | 348 |
349 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
350 vkDestroyRenderPass(vulkan.device, mainRenderpass, nil) | |
351 DestroySwapchain(swapchain) | |
352 | |
1203 | 353 DestroyVulkan() |