Mercurial > games > semicongine
view tests/test_vulkan_wrapper.nim @ 107:2d0351a68a4e
add: working render loop
author | Sam <sam@basx.dev> |
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date | Mon, 27 Mar 2023 21:01:32 +0700 |
parents | 9c3e3dcb0328 |
children | 70f92081d2c1 |
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import std/options import semicongine/vulkan import semicongine/platform/window import semicongine/math type Vertex = object pos: Vec3 FragmentInput = object fragpos: Vec3 Uniforms = object time: float32 Pixel = object color: Vec4 proc diagnostics(instance: Instance) = # diagnostic output 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: # print basic driver infos echo "Layers" for layer in getLayers(): echo " " & layer echo "Instance extensions" for extension in getInstanceExtensions(): echo " " & extension # 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"] ) var debugger = instance.createDebugMessenger() # create devices let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() var device = instance.createDevice( selectedPhysicalDevice, @[], @[], selectedPhysicalDevice.filterForGraphicsPresentationQueues() ) 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") 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 vertexshader = createShader[Vertex, Uniforms, FragmentInput](device, VK_SHADER_STAGE_VERTEX_BIT, "main", vertexBinary) fragmentshader = createShader[FragmentInput, void, Pixel](device, VK_SHADER_STAGE_FRAGMENT_BIT, "main", fragmentBinary) pipeline = renderpass.createPipeline(vertexshader, fragmentshader) descriptorPool = device.createDescriptorSetPool(@[(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1'u32)]) descriptorSet = descriptorPool.allocateDescriptorSet(pipeline.descriptorSetLayout, 1) echo "All successfull" discard swapchain.drawNextFrame(pipeline) echo "Start cleanup" # cleanup checkVkResult device.vk.vkDeviceWaitIdle() descriptorPool.destroy() vertexshader.destroy() fragmentshader.destroy() pipeline.destroy() renderpass.destroy() swapchain.destroy() device.destroy() debugger.destroy() instance.destroy()