Mercurial > games > semicongine
comparison tests/test_vulkan_wrapper.nim @ 568:1c0de073370b
add: working render loop
author | Sam <sam@basx.dev> |
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date | Mon, 27 Mar 2023 21:01:32 +0700 |
parents | 05ac2455ff60 |
children | 70f92081d2c1 |
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567:05ac2455ff60 | 568:1c0de073370b |
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62 @[], | 62 @[], |
63 @[], | 63 @[], |
64 selectedPhysicalDevice.filterForGraphicsPresentationQueues() | 64 selectedPhysicalDevice.filterForGraphicsPresentationQueues() |
65 ) | 65 ) |
66 | 66 |
67 # setup render pipeline | |
68 var surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() | 67 var surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() |
69 var renderpass = device.simpleForwardRenderPass(surfaceFormat.format) | 68 var renderpass = device.simpleForwardRenderPass(surfaceFormat.format) |
69 echo renderpass | |
70 var (swapchain, res) = device.createSwapchain(renderpass, surfaceFormat, device.firstGraphicsQueue().get().family) | 70 var (swapchain, res) = device.createSwapchain(renderpass, surfaceFormat, device.firstGraphicsQueue().get().family) |
71 if res != VK_SUCCESS: | 71 if res != VK_SUCCESS: |
72 raise newException(Exception, "Unable to create swapchain") | 72 raise newException(Exception, "Unable to create swapchain") |
73 | 73 |
74 # todo: could be create inside "device", but it would be nice to have nim v2 with support for circular dependencies first | |
75 const vertexBinary = shaderCode[Vertex, Uniforms, FragmentInput](stage=VK_SHADER_STAGE_VERTEX_BIT, version=450, entrypoint="main", "fragpos = pos;") | 74 const vertexBinary = shaderCode[Vertex, Uniforms, FragmentInput](stage=VK_SHADER_STAGE_VERTEX_BIT, version=450, entrypoint="main", "fragpos = pos;") |
76 const fragmentBinary = shaderCode[FragmentInput, void, Pixel](stage=VK_SHADER_STAGE_FRAGMENT_BIT, version=450, entrypoint="main", "color = vec4(1, 1, 1, 0);") | 75 const fragmentBinary = shaderCode[FragmentInput, void, Pixel](stage=VK_SHADER_STAGE_FRAGMENT_BIT, version=450, entrypoint="main", "color = vec4(1, 1, 1, 0);") |
77 var | 76 var |
78 vertexshader = createShader[Vertex, Uniforms, FragmentInput](device, VK_SHADER_STAGE_VERTEX_BIT, "main", vertexBinary) | 77 vertexshader = createShader[Vertex, Uniforms, FragmentInput](device, VK_SHADER_STAGE_VERTEX_BIT, "main", vertexBinary) |
79 fragmentshader = createShader[FragmentInput, void, Pixel](device, VK_SHADER_STAGE_FRAGMENT_BIT, "main", fragmentBinary) | 78 fragmentshader = createShader[FragmentInput, void, Pixel](device, VK_SHADER_STAGE_FRAGMENT_BIT, "main", fragmentBinary) |
80 pipeline = renderpass.createPipeline(vertexshader, fragmentshader) | 79 pipeline = renderpass.createPipeline(vertexshader, fragmentshader) |
81 descriptorPool = device.createDescriptorSetPool(@[(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1'u32)]) | 80 descriptorPool = device.createDescriptorSetPool(@[(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1'u32)]) |
82 descriptorSet = descriptorPool.allocateDescriptorSet(pipeline.descriptorSetLayout, 1) | 81 descriptorSet = descriptorPool.allocateDescriptorSet(pipeline.descriptorSetLayout, 1) |
83 | 82 |
84 echo "All successfull" | 83 echo "All successfull" |
85 echo swapchain.drawNextFrame(pipeline) | 84 discard swapchain.drawNextFrame(pipeline) |
86 echo "Start cleanup" | 85 echo "Start cleanup" |
87 | 86 |
88 # cleanup | 87 # cleanup |
89 checkVkResult device.vk.vkDeviceWaitIdle() | 88 checkVkResult device.vk.vkDeviceWaitIdle() |
90 descriptorPool.destroy() | 89 descriptorPool.destroy() |