Mercurial > games > semicongine
view tests/test_vulkan_wrapper.nim @ 578:13febe7978e5
did: small changes from refactoring
author | Sam <sam@basx.dev> |
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date | Wed, 05 Apr 2023 00:41:11 +0700 |
parents | 677e4f7fb567 |
children | 2780d9aad142 |
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import std/os import std/options import semicongine proc diagnostics(instance: Instance) = # diagnostic output # print basic driver infos echo "Layers" for layer in getLayers(): echo " " & layer echo "Instance extensions" for extension in getInstanceExtensions(): echo " " & extension echo "Devices" for device in instance.getPhysicalDevices(): echo " " & $device echo " Rating: " & $device.rateGraphics() echo " Extensions" for extension in device.getExtensions(): echo " " & $extension echo " Properties" echo " " & $device.getProperties() echo " Features" echo " " & $device.getFeatures() echo " Queue families" for queueFamily in device.getQueueFamilies(): echo " " & $queueFamily echo " Surface present modes" for mode in device.getSurfacePresentModes(): echo " " & $mode echo " Surface formats" for format in device.getSurfaceFormats(): echo " " & $format when isMainModule: # INIT ENGINE: # create instance var thewindow = createWindow("Test") var instance = thewindow.createInstance( vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), instanceExtensions= @["VK_EXT_debug_utils"], layers= @["VK_LAYER_KHRONOS_validation", "VK_LAYER_MESA_overlay"] ) var debugger = instance.createDebugMessenger() # create devices let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() var device = instance.createDevice( selectedPhysicalDevice, @[], @[], selectedPhysicalDevice.filterForGraphicsPresentationQueues() ) # INIT RENDERER: const vertexInput = initAttributeGroup( asAttribute(default(Vec3f), "position"), asAttribute(default(Vec3f), "color"), ) vertexOutput = initAttributeGroup(asAttribute(default(Vec3f), "outcolor")) fragOutput = initAttributeGroup(asAttribute(default(Vec4f), "color")) vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, outputs=vertexOutput, body="""gl_Position = vec4(position, 1.0); outcolor = color;""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, outputs=fragOutput, body="color = vec4(outcolor, 1);" ) var vertexshader = device.createShaderModule(vertexCode) fragmentshader = device.createShaderModule(fragmentCode) surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) if res != VK_SUCCESS: raise newException(Exception, "Unable to create swapchain") # INIT SCENE var thescene = Scene( name: "main", root: newEntity("root", newEntity("triangle1", newMesh( positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], )), ) ) thescene.setupDrawables(renderPass) # MAINLOOP echo "Setup successfull, start rendering" for i in 0 ..< 1000: discard swapchain.drawScene(thescene) echo "Rendered ", swapchain.framesRendered, " frames" checkVkResult device.vk.vkDeviceWaitIdle() # cleanup echo "Start cleanup" # destroy scene thescene.destroy() # destroy renderer vertexshader.destroy() fragmentshader.destroy() renderPass.destroy() swapchain.destroy() # destroy engine device.destroy() debugger.destroy() instance.destroy()