annotate tests/test_vulkan_wrapper.nim @ 121:dfaddaf96f09

did: refactor GPU data types, more generic, prepare to use for decriptors/uniforms
author Sam <sam@basx.dev>
date Fri, 07 Apr 2023 00:32:07 +0700
parents 2780d9aad142
children 506090173619
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1 import std/os
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2 import std/options
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3
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4 import semicongine
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5
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6 proc diagnostics(instance: Instance) =
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7 # diagnostic output
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8 # print basic driver infos
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9 echo "Layers"
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10 for layer in getLayers():
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11 echo " " & layer
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12 echo "Instance extensions"
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13 for extension in getInstanceExtensions():
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14 echo " " & extension
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15
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16 echo "Devices"
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17 for device in instance.getPhysicalDevices():
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18 echo " " & $device
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19 echo " Rating: " & $device.rateGraphics()
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20 echo " Extensions"
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21 for extension in device.getExtensions():
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22 echo " " & $extension
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23 echo " Properties"
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24 echo " " & $device.getProperties()
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25 echo " Features"
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26 echo " " & $device.getFeatures()
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27 echo " Queue families"
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28 for queueFamily in device.getQueueFamilies():
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29 echo " " & $queueFamily
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30 echo " Surface present modes"
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31 for mode in device.getSurfacePresentModes():
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32 echo " " & $mode
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33 echo " Surface formats"
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34 for format in device.getSurfaceFormats():
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35 echo " " & $format
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36
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37 when isMainModule:
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38 # INIT ENGINE:
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39 # create instance
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40 var thewindow = createWindow("Test")
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41 var instance = thewindow.createInstance(
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42 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0),
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43 instanceExtensions= @["VK_EXT_debug_utils"],
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44 layers= @["VK_LAYER_KHRONOS_validation", "VK_LAYER_MESA_overlay"]
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45 )
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46 var debugger = instance.createDebugMessenger()
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47 # create devices
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48 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics()
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49 var device = instance.createDevice(
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50 selectedPhysicalDevice,
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51 @[],
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52 @["VK_EXT_index_type_uint8"],
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53 selectedPhysicalDevice.filterForGraphicsPresentationQueues()
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54 )
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55
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56 # INIT RENDERER:
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57 const
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58 vertexInput = initAttributeGroup(
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59 attr[Vec3f]("position"),
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60 attr[Vec3f]("color"),
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61 )
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62 vertexOutput = initAttributeGroup(attr[Vec3f]("outcolor"))
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63 fragOutput = initAttributeGroup(attr[Vec4f]("color"))
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64 vertexCode = compileGlslShader(
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65 stage=VK_SHADER_STAGE_VERTEX_BIT,
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66 inputs=vertexInput,
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67 outputs=vertexOutput,
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68 body="""gl_Position = vec4(position, 1.0); outcolor = color;"""
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69 )
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70 fragmentCode = compileGlslShader(
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71 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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72 inputs=vertexOutput,
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73 outputs=fragOutput,
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74 body="color = vec4(outcolor, 1);"
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75 )
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76 var
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77 vertexshader = device.createShaderModule(vertexCode)
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78 fragmentshader = device.createShaderModule(fragmentCode)
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79 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat()
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80 renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2)
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81 (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2)
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82 if res != VK_SUCCESS:
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83 raise newException(Exception, "Unable to create swapchain")
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84
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85 # INIT SCENE
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86 var thescene = Scene(
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87 name: "main",
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88 root: newEntity("root",
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89 newEntity("triangle1", newMesh(
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90 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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91 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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92 )),
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93 newEntity("triangle1b", newMesh(
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94 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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95 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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96 )),
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97 newEntity("triangle2a", newMesh(
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98 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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99 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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100 indices=[[0'u16, 2'u16, 1'u16]]
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101 )),
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102 newEntity("triangle2b", newMesh(
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103 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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104 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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105 indices=[[0'u16, 2'u16, 1'u16]]
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106 )),
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107 newEntity("triangle3a", newMesh(
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108 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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109 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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110 indices=[[0'u32, 2'u32, 1'u32]],
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111 autoResize=false
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112 )),
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113 newEntity("triangle3b", newMesh(
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114 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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115 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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116 indices=[[0'u32, 2'u32, 1'u32]],
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117 autoResize=false
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118 )),
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119 )
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120 )
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121 thescene.setupDrawables(renderPass)
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122
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123 # MAINLOOP
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124 echo "Setup successfull, start rendering"
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125 for i in 0 ..< 10000:
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126 discard swapchain.drawScene(thescene)
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127 echo "Rendered ", swapchain.framesRendered, " frames"
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128 checkVkResult device.vk.vkDeviceWaitIdle()
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129
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130 # cleanup
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131 echo "Start cleanup"
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132
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133 # destroy scene
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134 thescene.destroy()
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135
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136 # destroy renderer
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137 vertexshader.destroy()
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138 fragmentshader.destroy()
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139 renderPass.destroy()
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140 swapchain.destroy()
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141
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142 # destroy engine
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143 device.destroy()
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144 debugger.destroy()
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145 instance.destroy()