Mercurial > games > semicongine
diff tests/test_vulkan_wrapper.nim @ 99:4deffc94484a
add: vertex and (initial) shader types and methods
author | Sam <sam@basx.dev> |
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date | Tue, 14 Mar 2023 13:21:40 +0700 |
parents | 335a65d3f892 |
children | c782d7e52b25 |
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--- a/tests/test_vulkan_wrapper.nim Mon Mar 06 23:50:21 2023 +0700 +++ b/tests/test_vulkan_wrapper.nim Tue Mar 14 13:21:40 2023 +0700 @@ -4,6 +4,10 @@ import semicongine/platform/window import semicongine/math +type + Vertex = object + pos: Vec3 + when isMainModule: # print basic driver infos @@ -64,13 +68,27 @@ framebuffers.add device.createFramebuffer(renderpass, [imageview], swapchain.dimension) # todo: could be create inside "device", but it would be nice to have nim v2 with support for circular dependencies first - var commandPool = device.createCommandPool(family=device.firstGraphicsQueue().get().family, nBuffers=1) + var + commandPool = device.createCommandPool(family=device.firstGraphicsQueue().get().family, nBuffers=1) + imageAvailable = device.createSemaphore() + renderFinished = device.createSemaphore() + inflight = device.createFence() + + var vertexshader = device.createVertexShader("#version 450\nvoid main() {}", Vertex()) + var fragmentshader = device.createFragmentShader("#version 450\nvoid main() {}") + var pipeline = renderpass.createPipeline(vertexshader, fragmentshader) echo "All successfull" echo "Start cleanup" + # cleanup + pipeline.destroy() + vertexshader.destroy() + fragmentshader.destroy() + inflight.destroy() + imageAvailable.destroy() + renderFinished.destroy() commandPool.destroy() - # cleanup for fb in framebuffers.mitems: fb.destroy() renderpass.destroy()