Mercurial > games > semicongine
view tests/test_vulkan_wrapper.nim @ 104:9eeb9a44d158
did: some refactoring
author | Sam <sam@basx.dev> |
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date | Mon, 20 Mar 2023 23:48:46 +0700 |
parents | 1e2027dfc642 |
children | 4059aa0d689b |
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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() ) # setup render pipeline var (swapchain, res) = device.createSwapchain(device.physicalDevice.getSurfaceFormats().filterSurfaceFormat()) if res != VK_SUCCESS: raise newException(Exception, "Unable to create swapchain") var renderpass = device.simpleForwardRenderPass(swapchain.format) var framebuffers: seq[Framebuffer] for imageview in swapchain.imageviews: 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) imageAvailable = device.createSemaphore() renderFinished = device.createSemaphore() inflight = device.createFence() 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) var fragmentshader = createShader[FragmentInput, void, Pixel](device, VK_SHADER_STAGE_FRAGMENT_BIT, "main", fragmentBinary) var pipeline = renderpass.createPipeline(vertexshader, fragmentshader) echo "All successfull" echo "Start cleanup" # cleanup vertexshader.destroy() fragmentshader.destroy() pipeline.destroy() inflight.destroy() imageAvailable.destroy() renderFinished.destroy() commandPool.destroy() for fb in framebuffers.mitems: fb.destroy() renderpass.destroy() swapchain.destroy() device.destroy() debugger.destroy() instance.destroy()