clients/simple-vulkan: New Vulkan client example

Example to serve as a reference of a basic Wayland client using
Vulkan, contained in a single source file and with a minimal set
of dependencies.
Features incremental present (similar to swap_buffers_with_damage
from EGL) which is not commonly used by other Vulkan demos and is
useful to test the compositor.
Based on weston-simple-egl.

Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
This commit is contained in:
Erico Nunes 2023-10-27 11:11:38 +02:00 committed by Daniel Stone
parent ec52e0cdda
commit 75c37afa62
4 changed files with 2229 additions and 0 deletions

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@ -172,6 +172,47 @@ simple_clients = [
},
]
if dep_vulkan.found() and prog_glslang.found()
srcs_simple_vulkan_shaders = [
'simple_vulkan_vertex_shader.vert',
'simple_vulkan_fragment_shader.frag',
]
simple_vulkan_shaders = []
foreach s : srcs_simple_vulkan_shaders
simple_vulkan_shaders += custom_target(s + '.spv.h',
command: [ prog_glslang, '@INPUT@', '--quiet', '--variable-name', '@BASENAME@', '-V', '-x', '-o', '@OUTPUT@' ],
input: s,
output: '@BASENAME@.spv.h',
)
endforeach
simple_clients += {
'name': 'vulkan',
'sources': [
'simple-vulkan.c',
simple_vulkan_shaders,
fractional_scale_v1_client_protocol_h,
fractional_scale_v1_protocol_c,
tearing_control_v1_client_protocol_h,
tearing_control_v1_protocol_c,
viewporter_client_protocol_h,
viewporter_protocol_c,
xdg_shell_client_protocol_h,
xdg_shell_protocol_c,
],
'dep_objs': [
dep_vulkan,
dep_libm,
dep_libshared,
dep_matrix_c,
dep_wayland_client,
],
'deps': [ 'vulkan', 'wayland-cursor' ],
'options': [ 'renderer-gl' ]
}
endif
foreach t : simple_clients
if simple_build_all or simple_clients_enabled.contains(t.get('name'))
t_name = 'weston-simple-' + t.get('name')

2163
clients/simple-vulkan.c Normal file

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@ -0,0 +1,9 @@
#version 450 core
layout(location = 0) in vec4 vVaryingColor;
layout(location = 0) out vec4 f_color;
void main()
{
f_color = vVaryingColor;
}

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@ -0,0 +1,16 @@
#version 450 core
layout(std140, set = 0, binding = 0) uniform block {
uniform mat4 rotation;
};
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec4 in_color;
layout(location = 0) out vec4 vVaryingColor;
void main()
{
gl_Position = rotation * in_position;
vVaryingColor = vec4(in_color.rgba);
}