Added validation layer injection, working on message callbacks per the vulkan docs
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d97ac93a1f
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7
Makefile
7
Makefile
@ -1,5 +1,6 @@
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CPPFLAGS=-g
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CPPFLAGS=-g
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LDFLAGS=-lglfw -lvulkan -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi
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DEBUGFLAGS=-DDEBUG
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SRC=$(shell find . -name *.cpp)
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OBJ=$(SRC:%.cpp=%.o)
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@ -12,6 +13,10 @@ all: $(BIN)
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.PHONY: run
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run: $(BIN)
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./$(BIN)
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.PHONY: debug
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debug: LDFLAGS+=$(DEBUGFLAGS)
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debug: $(BIN)
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./$(BIN)
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.PHONY: dep
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dep:
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sudo pacman -S gcc glfw glm shaderc libxi libxxf86vm
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79
src/main.cpp
79
src/main.cpp
@ -1,3 +1,6 @@
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#include <cstdint>
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#include <cstring>
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#include <vector>
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
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@ -10,6 +13,16 @@ class TriangleTestApplication {
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const uint32_t WIDTH = 800;
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const uint32_t HEIGHT = 600;
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const std::vector<const char*> validationLayers = {
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"VK_LAYER_KHRONOS_validation"
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};
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#ifdef DEBUG
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const bool enableValidationLayers = true;
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#else
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const bool enableValidationLayers = false;
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#endif
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public:
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void run() {
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initWindow();
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@ -32,21 +45,29 @@ private:
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// Settings for the window are set, create window reference.
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window = glfwCreateWindow(WIDTH, HEIGHT, "Vulkan", nullptr, nullptr);
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}
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void initVulkan() {
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createInstance();
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}
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void createInstance() {
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if(enableValidationLayers && !checkValidationLayerSupport()) {
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throw std::runtime_error("Validation layers requested, but not available!");
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}
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// Set application info for the vulkan instance!
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VkApplicationInfo appInfo{};
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appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO; // Tell vulkan that appInfo is a Application Info structure
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appInfo.pApplicationName = "Triangle Test"; // Give the struct a name to use
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appInfo.applicationVersion = VK_MAKE_VERSION(1,0,0); // Create a Major Minor Patch version number for the application!
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appInfo.pEngineName = "No Engine"; // Give an internal name for the engine running
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appInfo.engineVersion = VK_MAKE_VERSION(1,0,0); // Similar to the App version, give vulkan an *engine* version
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appInfo.apiVersion = VK_API_VERSION_1_0; // Tell vulkan what the highest API version we will allow this program to run on
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appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO; // Tell vulkan that appInfo is a Application Info structure
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appInfo.pApplicationName = "Triangle Test"; // Give the struct a name to use
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appInfo.applicationVersion = VK_MAKE_VERSION(1,0,0); // Create a Major Minor Patch version number for the application!
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appInfo.pEngineName = "No Engine"; // Give an internal name for the engine running
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appInfo.engineVersion = VK_MAKE_VERSION(1,0,0); // Similar to the App version, give vulkan an *engine* version
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appInfo.apiVersion = VK_API_VERSION_1_0; // Tell vulkan what the highest API version we will allow this program to run on
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VkInstanceCreateInfo createInfo{}; // Define parameters of new vulkan instance
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createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; // Tell vulkan this is a info structure
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createInfo.pApplicationInfo = &appInfo; // We just created a new appInfo structure, so we pass the pointer to it.
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VkInstanceCreateInfo createInfo{}; // Define parameters of new vulkan instance
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createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; // Tell vulkan this is a info structure
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createInfo.pApplicationInfo = &appInfo; // We just created a new appInfo structure, so we pass the pointer to it.
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// This gets a little weird, Vulkan is platform agnostic, so you need to figure out what extensions to interface with the current system are needed
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// So, to figure out what extension codes and how many to use, feed the pointer into *glfwGetRequiredInstanceExtensions*, which will get the necessary extensions!
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@ -58,15 +79,44 @@ private:
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createInfo.enabledExtensionCount = glfwExtensionCount;
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createInfo.ppEnabledExtensionNames = glfwExtensions;
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if(enableValidationLayers) { // If we have validation layers, add them now, otherwise set it to 0
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createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
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createInfo.ppEnabledLayerNames = validationLayers.data();
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} else {
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createInfo.enabledLayerCount = 0;
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}
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VkResult result = vkCreateInstance(&createInfo, nullptr, &instance); // Finally create the Vulkan instance, passing in the info to create from, and the global instance to use!
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createInfo.enabledLayerCount = 0;
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VkResult result = vkCreateInstance(&createInfo, nullptr, &instance); // Finally create the Vulkan instance, passing in the info to create from, and the global instance to use!
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if(result != VK_SUCCESS) { // vkCreateInstance returns a VkResult, if its anything but success, we exit immediately. (VK_SUCCESS == 0)
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if(result != VK_SUCCESS) { // vkCreateInstance returns a VkResult, if its anything but success, we exit immediately. (VK_SUCCESS == 0)
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throw std::runtime_error("Failed to create vulkan instance!");
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}
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}
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bool checkValidationLayerSupport() { // This function is used to check Validation Layer Support, validation layers are the debug trace tools in the Vulkan SDK.
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uint32_t layerCount; // layerCount will be used as the var to keep track of the number of requested validation layerk
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vkEnumerateInstanceLayerProperties(&layerCount, nullptr); // Set layerCount to the number of validation layers requested when pProperties is NULLPTR
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std::vector<VkLayerProperties> availableLayers(layerCount); // VkLayerProperties is a structure with data on the layername, desc, versions and etc.
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vkEnumerateInstanceLayerProperties(&layerCount, availableLayers.data());// Now that we have a VkLayerProperties fed in, as well as the num. of properties, we can fill layerCount with the VkResult
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for(const char* layerName : validationLayers) { // Pretty straightforward from here, just enumerate over all the VkResult data and see if we have any validationLayers
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bool layerFound = false;
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for(const auto& layerProperties : availableLayers) {
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if(strcmp(layerName, layerProperties.layerName) == 0) {
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layerFound = true;
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break;
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}
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}
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if(!layerFound) {
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return false;
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}
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}
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return true;
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}
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void mainLoop() {
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// Update window whilst open
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while (!glfwWindowShouldClose(window)) {
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@ -80,6 +130,7 @@ private:
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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};
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int main() {
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