Mercurial > games > semicongine
view tests/test_vulkan_wrapper.nim @ 111:6fd10b7e2d6a
did: allow runtime shader-input definitions
author | Sam <sam@basx.dev> |
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date | Fri, 31 Mar 2023 16:00:16 +0700 |
parents | 8d24727c9795 |
children | 0c5a74885796 |
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import std/os import std/options import semicongine/vulkan import semicongine/platform/window import semicongine/math import semicongine/entity import semicongine/scene import semicongine/gpu_data 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() ) const inputs = AttributeGroup(attributes: @[attr(name="pos", thetype=Float32, components=3)]) const uniforms = AttributeGroup() const outputs = AttributeGroup(attributes: @[attr(name="fragpos", thetype=Float32, components=3)]) const fragOutput = AttributeGroup(attributes: @[attr(name="color", thetype=Float32, components=4)]) const vertexBinary = shaderCode(inputs=inputs, uniforms=uniforms, outputs=outputs, stage=VK_SHADER_STAGE_VERTEX_BIT, version=450, entrypoint="main", "fragpos = pos;") const fragmentBinary = shaderCode(inputs=outputs, uniforms=uniforms, outputs=fragOutput, stage=VK_SHADER_STAGE_FRAGMENT_BIT, version=450, entrypoint="main", "color = vec4(1, 1, 1, 0);") var vertexshader = device.createShader(inputs, uniforms, outputs, VK_SHADER_STAGE_VERTEX_BIT, "main", vertexBinary) fragmentshader = device.createShader(inputs, uniforms, outputs, VK_SHADER_STAGE_FRAGMENT_BIT, "main", fragmentBinary) surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) var (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) if res != VK_SUCCESS: raise newException(Exception, "Unable to create swapchain") var thescene = Scene(root: newEntity("scene")) thescene.setupDrawables(renderPass) echo "Setup successfull, start rendering" for i in 0 ..< 10: discard swapchain.drawScene(thescene) echo "Rendered ", swapchain.framesRendered, " frames" echo "Start cleanup" # cleanup checkVkResult device.vk.vkDeviceWaitIdle() vertexshader.destroy() fragmentshader.destroy() renderPass.destroy() swapchain.destroy() device.destroy() debugger.destroy() instance.destroy()