Mercurial > games > semicongine
diff tests/test_vulkan_wrapper.nim @ 568:1c0de073370b
add: working render loop
author | Sam <sam@basx.dev> |
---|---|
date | Mon, 27 Mar 2023 21:01:32 +0700 |
parents | 05ac2455ff60 |
children | 70f92081d2c1 |
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--- a/tests/test_vulkan_wrapper.nim Sun Mar 26 01:56:19 2023 +0700 +++ b/tests/test_vulkan_wrapper.nim Mon Mar 27 21:01:32 2023 +0700 @@ -64,14 +64,13 @@ selectedPhysicalDevice.filterForGraphicsPresentationQueues() ) - # setup render pipeline var surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() var renderpass = device.simpleForwardRenderPass(surfaceFormat.format) + echo renderpass var (swapchain, res) = device.createSwapchain(renderpass, surfaceFormat, device.firstGraphicsQueue().get().family) if res != VK_SUCCESS: raise newException(Exception, "Unable to create swapchain") - # todo: could be create inside "device", but it would be nice to have nim v2 with support for circular dependencies first const vertexBinary = shaderCode[Vertex, Uniforms, FragmentInput](stage=VK_SHADER_STAGE_VERTEX_BIT, version=450, entrypoint="main", "fragpos = pos;") const fragmentBinary = shaderCode[FragmentInput, void, Pixel](stage=VK_SHADER_STAGE_FRAGMENT_BIT, version=450, entrypoint="main", "color = vec4(1, 1, 1, 0);") var @@ -82,7 +81,7 @@ descriptorSet = descriptorPool.allocateDescriptorSet(pipeline.descriptorSetLayout, 1) echo "All successfull" - echo swapchain.drawNextFrame(pipeline) + discard swapchain.drawNextFrame(pipeline) echo "Start cleanup" # cleanup