Mercurial > games > semicongine
diff tests/test_rendering.nim @ 1214:04e446a7eb2b compiletime-tests
add: multipass renderer, finish tets for now
author | sam <sam@basx.dev> |
---|---|
date | Wed, 17 Jul 2024 20:11:55 +0700 |
parents | f9919ea98e5b |
children | 55896320c8bf |
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--- a/tests/test_rendering.nim Wed Jul 17 12:04:47 2024 +0700 +++ b/tests/test_rendering.nim Wed Jul 17 20:11:55 2024 +0700 @@ -7,7 +7,7 @@ mainRenderpass: VkRenderPass swapchain: Swapchain -proc test_01_triangle(nFrames: int) = +proc test_01_triangle(nFrames: int, renderPass: VkRenderPass, samples = VK_SAMPLE_COUNT_1_BIT) = var renderdata = InitRenderData() type @@ -33,12 +33,12 @@ renderdata.FlushAllMemory() var - pipeline = CreatePipeline[TrianglShader](renderPass = mainRenderpass, samples = swapchain.samples) + pipeline = CreatePipeline[TrianglShader](renderPass = renderPass, samples = samples) var c = 0 while UpdateInputs() and c < nFrames: WithNextFrame(swapchain, framebuffer, commandbuffer): - WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): + WithRenderPass(renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): WithPipeline(commandbuffer, pipeline): Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) inc c @@ -49,7 +49,7 @@ DestroyRenderData(renderdata) -proc test_02_triangle_quad_instanced(nFrames: int) = +proc test_02_triangle_quad_instanced(nFrames: int, renderPass: VkRenderPass, samples = VK_SAMPLE_COUNT_1_BIT) = var renderdata = InitRenderData() type @@ -101,12 +101,12 @@ AssignBuffers(renderdata, instancesB) renderdata.FlushAllMemory() - var pipeline = CreatePipeline[SomeShader](renderPass = mainRenderpass, samples = swapchain.samples) + var pipeline = CreatePipeline[SomeShader](renderPass = renderPass, samples = samples) var c = 0 while UpdateInputs() and c < nFrames: WithNextFrame(swapchain, framebuffer, commandbuffer): - WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): + WithRenderPass(renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): WithPipeline(commandbuffer, pipeline): Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesA) Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesB) @@ -119,7 +119,7 @@ DestroyPipeline(pipeline) DestroyRenderData(renderdata) -proc test_03_simple_descriptorset(nFrames: int) = +proc test_03_simple_descriptorset(nFrames: int, renderPass: VkRenderPass, samples = VK_SAMPLE_COUNT_1_BIT) = var renderdata = InitRenderData() type @@ -178,7 +178,7 @@ UploadTextures(renderdata, uniforms2) renderdata.FlushAllMemory() - var pipeline = CreatePipeline[QuadShader](renderPass = mainRenderpass, samples = swapchain.samples) + var pipeline = CreatePipeline[QuadShader](renderPass = renderPass, samples = samples) InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2) @@ -186,7 +186,7 @@ var c = 0 while UpdateInputs() and c < nFrames: WithNextFrame(swapchain, framebuffer, commandbuffer): - WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): + WithRenderPass(renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): WithPipeline(commandbuffer, pipeline): WithBind(commandbuffer, (uniforms1, ), pipeline, swapchain.currentFiF): Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) @@ -199,7 +199,7 @@ DestroyPipeline(pipeline) DestroyRenderData(renderdata) -proc test_04_multiple_descriptorsets(nFrames: int) = +proc test_04_multiple_descriptorsets(nFrames: int, renderPass: VkRenderPass, samples = VK_SAMPLE_COUNT_1_BIT) = var renderdata = InitRenderData() type @@ -286,7 +286,7 @@ UploadTextures(renderdata, mainset) renderdata.FlushAllMemory() - var pipeline = CreatePipeline[QuadShader](renderPass = mainRenderpass, samples = swapchain.samples) + var pipeline = CreatePipeline[QuadShader](renderPass = renderPass, samples = samples) InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset) InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset) @@ -295,13 +295,14 @@ var c = 0 while UpdateInputs() and c < nFrames: - WithNextFrame(swapchain, framebuffer, commandbuffer): - WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): - WithPipeline(commandbuffer, pipeline): - WithBind(commandbuffer, (constset, mainset, otherset1), pipeline, swapchain.currentFiF): - Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) - WithBind(commandbuffer, (constset, mainset, otherset2), pipeline, swapchain.currentFiF): - Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) + TimeAndLog: + WithNextFrame(swapchain, framebuffer, commandbuffer): + WithRenderPass(renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): + WithPipeline(commandbuffer, pipeline): + WithBind(commandbuffer, (constset, mainset, otherset1), pipeline, swapchain.currentFiF): + Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) + WithBind(commandbuffer, (constset, mainset, otherset2), pipeline, swapchain.currentFiF): + Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) mainset.data.renderSettings.data.brigthness = (c.float32 / nFrames.float32) otherset1.data.objectSettings.data.scale = 0.5 + (c.float32 / nFrames.float32) UpdateGPUBuffer(mainset.data.renderSettings) @@ -314,26 +315,134 @@ DestroyPipeline(pipeline) DestroyRenderData(renderdata) +proc test_05_triangle_2pass(nFrames: int, samples = VK_SAMPLE_COUNT_1_BIT) = + var + (offscreenRP, presentRP) = CreateIndirectPresentationRenderPass() + swapchain = InitSwapchain(renderpass = presentRP).get() + + var renderdata = InitRenderData() + + type + Uniforms = object + frameTexture: Texture[TVec4[uint8]] + TriangleShader = object + position {.VertexAttribute.}: Vec3f + color {.VertexAttribute.}: Vec3f + fragmentColor {.Pass.}: Vec3f + outColor {.ShaderOutput.}: Vec4f + # code + vertexCode: string = """void main() { + fragmentColor = color; + gl_Position = vec4(position, 1);}""" + fragmentCode: string = """void main() { + outColor = vec4(fragmentColor, 1);}""" + PresentShader = object + position {.VertexAttribute.}: Vec2f + uv {.Pass.}: Vec2f + outColor {.ShaderOutput.}: Vec4f + descriptorSets {.DescriptorSets.}: (Uniforms, ) + # code + vertexCode: string = """void main() { + uv = ((position + 1) * 0.5) * vec2(1, -1); + gl_Position = vec4(position, 0, 1);}""" + fragmentCode: string = """void main() { + vec2 uv1 = uv + vec2(0.001, 0.001); + vec2 uv2 = uv + vec2(0.001, -0.001); + vec2 uv3 = uv + vec2(-0.001, 0.001); + vec2 uv4 = uv + vec2(-0.001, -0.001); + outColor = ( + texture(frameTexture, uv1) + + texture(frameTexture, uv2) + + texture(frameTexture, uv3) + + texture(frameTexture, uv4) + ) / 4; + }""" + TriangleMesh = object + position: GPUArray[Vec3f, VertexBuffer] + color: GPUArray[Vec3f, VertexBuffer] + QuadMesh = object + position: GPUArray[Vec2f, VertexBuffer] + indices: GPUArray[uint16, IndexBuffer] + var mesh = TriangleMesh( + position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), + color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), + ) + var quad = QuadMesh( + position: asGPUArray([NewVec2f(-1, -1), NewVec2f(-1, 1), NewVec2f(1, 1), NewVec2f(1, -1)], VertexBuffer), + indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), + ) + var uniforms1 = asDescriptorSet( + Uniforms( + frameTexture: Texture[TVec4[uint8]](width: swapchain.width, height: swapchain.height, isRenderTarget: true), + ) + ) + var uniforms2 = asDescriptorSet( + Uniforms( + frameTexture: Texture[TVec4[uint8]](width: swapchain.width, height: swapchain.height, isRenderTarget: true), + ) + ) + AssignBuffers(renderdata, mesh) + AssignBuffers(renderdata, quad) + UploadTextures(renderdata, uniforms1) + UploadTextures(renderdata, uniforms2) + renderdata.FlushAllMemory() + + var + drawPipeline = CreatePipeline[TriangleShader](renderPass = offscreenRP, samples = samples) + presentPipeline = CreatePipeline[PresentShader](renderPass = presentRP, samples = samples) + + InitDescriptorSet(renderdata, presentPipeline.descriptorSetLayouts[0], uniforms1) + InitDescriptorSet(renderdata, presentPipeline.descriptorSetLayouts[0], uniforms2) + + var offscreenFB = svkCreateFramebuffer(offscreenRP, swapchain.width, swapchain.height, [uniforms1.data.frameTexture.imageview]) + + var c = 0 + while UpdateInputs() and c < nFrames: + + TimeAndLog: + WithNextFrame(swapchain, framebuffer, commandbuffer): + + WithRenderPass(offscreenRP, offscreenFB, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): + WithPipeline(commandbuffer, drawPipeline): + Render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh) + + WithRenderPass(presentRP, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): + WithPipeline(commandbuffer, presentPipeline): + WithBind(commandbuffer, (uniforms1, ), presentPipeline, swapchain.currentFiF): + Render(commandbuffer = commandbuffer, pipeline = presentPipeline, mesh = quad) + inc c + + # cleanup + checkVkResult vkDeviceWaitIdle(vulkan.device) + DestroyPipeline(presentPipeline) + DestroyPipeline(drawPipeline) + DestroyRenderData(renderdata) + vkDestroyRenderPass(vulkan.device, offscreenRP, nil) + vkDestroyRenderPass(vulkan.device, presentRP, nil) + vkDestroyFramebuffer(vulkan.device, offscreenFB, nil) + DestroySwapchain(swapchain) + when isMainModule: var nFrames = 2000 InitVulkan() + # test normal block: - mainRenderpass = CreatePresentationRenderPass() + mainRenderpass = CreateDirectPresentationRenderPass() swapchain = InitSwapchain(renderpass = mainRenderpass).get() # tests a simple triangle with minimalistic shader and vertex format - test_01_triangle(nFrames) + test_01_triangle(nFrames, renderPass = mainRenderpass) # tests instanced triangles and quads, mixing meshes and instances - test_02_triangle_quad_instanced(nFrames) + test_02_triangle_quad_instanced(nFrames, renderPass = mainRenderpass) # teste descriptor sets - test_03_simple_descriptorset(nFrames) + test_03_simple_descriptorset(nFrames, renderPass = mainRenderpass) # tests multiple descriptor sets and arrays - test_04_multiple_descriptorsets(nFrames) + test_04_multiple_descriptorsets(nFrames, renderPass = mainRenderpass) checkVkResult vkDeviceWaitIdle(vulkan.device) vkDestroyRenderPass(vulkan.device, mainRenderpass, nil) @@ -341,13 +450,17 @@ # test MSAA block: - mainRenderpass = CreatePresentationRenderPass(samples = VK_SAMPLE_COUNT_4_BIT) + mainRenderpass = CreateDirectPresentationRenderPass(samples = VK_SAMPLE_COUNT_4_BIT) swapchain = InitSwapchain(renderpass = mainRenderpass, samples = VK_SAMPLE_COUNT_4_BIT).get() - test_01_triangle(99999999) + test_01_triangle(nFrames, renderPass = mainRenderpass, VK_SAMPLE_COUNT_4_BIT) checkVkResult vkDeviceWaitIdle(vulkan.device) vkDestroyRenderPass(vulkan.device, mainRenderpass, nil) DestroySwapchain(swapchain) + # test multiple render passes + block: + test_05_triangle_2pass(999999999) + DestroyVulkan()