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OpenGL and Vulkan examples; ptr(int)/int(ptr); trailing commas in calls; drop .fn hint
- examples/opengl.fch: OpenGL 3.3 core, shaders, VAO/VBO, a spinning triangle (checked offscreen) - examples/vulkan.fch: instance, GPUs with properties/memory/queues, logical device and queue - ptr(n) and int(p) conversions for C APIs that pass offsets as pointers - .ptr works on string literals; a comma after the last call argument is allowed - a missing header included by an imported header is now named in the error - the old .fn extension hint is gone (Finch is new, there are no old files) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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22 changed files with 357 additions and 26 deletions
105
examples/opengl.fch
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105
examples/opengl.fch
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@ -0,0 +1,105 @@
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// Modern OpenGL (3.3 core): a spinning, colorful triangle drawn with shaders.
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// Shows structs of numbers going to the GPU, C out-parameters with addr(), and
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// pointers made from numbers with ptr(...). Needs GLFW and OpenGL (in shell.nix).
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import "opengl.h"
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link "glfw"
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link "GL"
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fn compileShader(u32 kind, str source) -> u32 {
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shader := glCreateShader(kind)
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src := source.ptr
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glShaderSource(shader, 1, addr(src), null)
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glCompileShader(shader)
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i32 ok
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glGetShaderiv(shader, GL_COMPILE_STATUS, addr(ok))
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if ok == 0 {
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log := " ".repeat(1024)
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glGetShaderInfoLog(shader, 1024, null, log)
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print("shader error:", str(log.ptr))
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exit(1)
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}
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return shader
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}
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fn makeProgram() -> u32 {
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vertex := "#version 330 core\n" +
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"layout(location = 0) in vec2 pos;\n" +
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"layout(location = 1) in vec3 color;\n" +
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"uniform float time;\n" +
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"out vec3 vColor;\n" +
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"void main() {\n" +
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" float c = cos(time), s = sin(time);\n" +
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" gl_Position = vec4(c * pos.x - s * pos.y, s * pos.x + c * pos.y, 0.0, 1.0);\n" +
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" vColor = color;\n" +
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"}\n"
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fragment := "#version 330 core\n" +
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"in vec3 vColor;\n" +
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"out vec4 outColor;\n" +
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"void main() { outColor = vec4(vColor, 1.0); }\n"
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vs := compileShader(GL_VERTEX_SHADER, vertex)
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fs := compileShader(GL_FRAGMENT_SHADER, fragment)
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program := glCreateProgram()
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glAttachShader(program, vs)
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glAttachShader(program, fs)
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glLinkProgram(program)
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glDeleteShader(vs)
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glDeleteShader(fs)
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return program
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}
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fn main() {
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if glfwInit() == 0 {
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print("could not start GLFW")
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return
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}
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defer glfwTerminate()
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3)
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
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window := glfwCreateWindow(800, 600, "Finch + OpenGL", null, null)
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if window == null {
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print("could not open a window (does your GPU support OpenGL 3.3?)")
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return
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}
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glfwMakeContextCurrent(window)
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glfwSwapInterval(1)
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print("OpenGL", str(glGetString(GL_VERSION)), "on", str(glGetString(GL_RENDERER)))
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// x, y, r, g, b for each corner
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[]f32 vertices = [
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0.0, 0.6, 1.0, 0.48, 0.1,
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-0.6, -0.4, 0.2, 0.6, 1.0,
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0.6, -0.4, 0.6, 1.0, 0.4,
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]
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u32 vao
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u32 vbo
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glGenVertexArrays(1, addr(vao))
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glGenBuffers(1, addr(vbo))
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glBindVertexArray(vao)
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glBindBuffer(GL_ARRAY_BUFFER, vbo)
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glBufferData(GL_ARRAY_BUFFER, vertices.len * 4, vertices.ptr, GL_STATIC_DRAW)
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i32 stride = 5 * 4
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, ptr(0))
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glEnableVertexAttribArray(0)
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, ptr(2 * 4))
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glEnableVertexAttribArray(1)
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program := makeProgram()
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timeLoc := glGetUniformLocation(program, "time")
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while glfwWindowShouldClose(window) == 0 {
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glClearColor(0.106, 0.122, 0.165, 1.0)
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glClear(GL_COLOR_BUFFER_BIT)
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glUseProgram(program)
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glUniform1f(timeLoc, f32(glfwGetTime()))
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glDrawArrays(GL_TRIANGLES, 0, 3)
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glfwSwapBuffers(window)
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glfwPollEvents()
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}
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glDeleteBuffers(1, addr(vbo))
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glDeleteVertexArrays(1, addr(vao))
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glDeleteProgram(program)
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}
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6
examples/opengl.h
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6
examples/opengl.h
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// Everything examples/opengl.fch needs from C. GL_GLEXT_PROTOTYPES makes <GL/glext.h>
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// declare the modern (OpenGL 3+) functions, which Linux's libGL exports directly.
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <GLFW/glfw3.h>
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137
examples/vulkan.fch
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137
examples/vulkan.fch
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@ -0,0 +1,137 @@
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// Vulkan from Finch: create an instance, list every GPU with its properties, memory and
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// queues, then create a logical device and get a graphics queue. No window needed.
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// Shows big C structs (with arrays of structs inside), out-parameters and Vulkan handles.
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// Needs the Vulkan loader and headers (in shell.nix) and a Vulkan driver.
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import "vulkan/vulkan.h"
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link "vulkan"
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fn check(i32 result, str what) {
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if result != VK_SUCCESS {
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print(what, "failed with VkResult", result)
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exit(1)
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}
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}
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fn version(u32 v) -> str {
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return str(v >> 22) + "." + str((v >> 12) & 0x3FF) + "." + str(v & 0xFFF)
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}
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fn deviceType(i32 t) -> str {
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if t == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU {
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return "discrete GPU"
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}
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if t == VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU {
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return "integrated GPU"
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}
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if t == VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU {
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return "virtual GPU"
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}
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if t == VK_PHYSICAL_DEVICE_TYPE_CPU {
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return "CPU (software)"
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}
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return "other"
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}
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fn queueFlags(u32 f) -> str {
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[]str parts
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if f & VK_QUEUE_GRAPHICS_BIT != 0 {
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parts.push("graphics")
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}
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if f & VK_QUEUE_COMPUTE_BIT != 0 {
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parts.push("compute")
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}
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if f & VK_QUEUE_TRANSFER_BIT != 0 {
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parts.push("transfer")
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}
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if f & VK_QUEUE_SPARSE_BINDING_BIT != 0 {
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parts.push("sparse")
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}
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if f & VK_QUEUE_VIDEO_DECODE_BIT_KHR != 0 {
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parts.push("video decode")
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}
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if f & VK_QUEUE_VIDEO_ENCODE_BIT_KHR != 0 {
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parts.push("video encode")
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}
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if parts.len == 0 {
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return "other"
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}
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return parts.join(", ")
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}
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fn main() {
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app := VkApplicationInfo(
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sType: VK_STRUCTURE_TYPE_APPLICATION_INFO,
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pApplicationName: "Finch".ptr,
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applicationVersion: 1,
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pEngineName: "none".ptr,
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apiVersion: 1 << 22, // Vulkan 1.0
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)
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info := VkInstanceCreateInfo(sType: VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO, pApplicationInfo: addr(app))
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ptr instance
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check(vkCreateInstance(addr(info), null, addr(instance)), "vkCreateInstance")
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defer vkDestroyInstance(instance, null)
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u32 count
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check(vkEnumeratePhysicalDevices(instance, addr(count), null), "counting GPUs")
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[]ptr gpus
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gpus.resize(count)
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check(vkEnumeratePhysicalDevices(instance, addr(count), gpus.ptr), "listing GPUs")
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print("Vulkan found", count, "device(s)")
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for gpu in gpus {
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VkPhysicalDeviceProperties props
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vkGetPhysicalDeviceProperties(gpu, addr(props))
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print()
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print(str(props.deviceName.ptr))
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print(" type:", deviceType(props.deviceType))
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print(" Vulkan " + version(props.apiVersion) + ", driver " + str(props.driverVersion))
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print(" biggest 2D image:", props.limits.maxImageDimension2D, "px")
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VkPhysicalDeviceMemoryProperties mem
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vkGetPhysicalDeviceMemoryProperties(gpu, addr(mem))
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for h in 0..mem.memoryHeapCount {
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heap := mem.memoryHeaps[h]
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local := ""
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if heap.flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT != 0 {
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local = " (on the GPU)"
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}
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print(" memory heap " + str(h) + ": " + str(float(heap.size) / 1073741824.0) + " GiB" + local)
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}
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u32 families
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vkGetPhysicalDeviceQueueFamilyProperties(gpu, addr(families), null)
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[]VkQueueFamilyProperties queues
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queues.resize(families)
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vkGetPhysicalDeviceQueueFamilyProperties(gpu, addr(families), queues.ptr)
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graphics := -1
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for q in 0..queues.len {
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print(" queue family " + str(q) + ": " + str(queues[q].queueCount) + " x " + queueFlags(queues[q].queueFlags))
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if graphics < 0 && queues[q].queueFlags & VK_QUEUE_GRAPHICS_BIT != 0 {
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graphics = q
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}
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}
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if graphics < 0 {
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continue
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}
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// a logical device with one graphics queue: what a renderer would start from
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f32 priority = 1.0
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queueInfo := VkDeviceQueueCreateInfo(
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sType: VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO,
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queueFamilyIndex: u32(graphics),
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queueCount: 1,
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pQueuePriorities: addr(priority),
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)
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deviceInfo := VkDeviceCreateInfo(
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sType: VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
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queueCreateInfoCount: 1,
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pQueueCreateInfos: addr(queueInfo),
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)
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ptr device
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check(vkCreateDevice(gpu, addr(deviceInfo), null, addr(device)), "vkCreateDevice")
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ptr queue
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vkGetDeviceQueue(device, u32(graphics), 0, addr(queue))
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print(" created a device and got graphics queue", queue != null)
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vkDestroyDevice(device, null)
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}
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}
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