Major refactoring to fix spaghetti code, hook sanitizers in when debug building, and set up window surfaces.
This commit is contained in:
parent
9a6a351e23
commit
3e0206b581
2
Makefile
2
Makefile
@ -1,6 +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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LDFLAGS=-lglfw -lvulkan -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi
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DEBUGFLAGS=-DDEBUG
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DEBUGFLAGS=-DDEBUG -fsanitize=address
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SRC=$(shell find . -name *.cpp)
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SRC=$(shell find . -name *.cpp)
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OBJ=$(SRC:%.cpp=%.o)
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OBJ=$(SRC:%.cpp=%.o)
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@ -1,31 +1,31 @@
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#include "DeviceLibrary.h"
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#include "DeviceLibrary.h"
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#include "debug/VulkanDebugLibs.h"
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#include "global.h"
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#include <cstdint>
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#include <cstdint>
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#include <optional>
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#include <optional>
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#include <ostream>
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#include <ostream>
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#include <set>
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#include <stdexcept>
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#include <stdexcept>
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#include <vulkan/vulkan_core.h>
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#include <vulkan/vulkan_core.h>
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using namespace AgnosiaEngine;
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namespace DeviceControl {
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VkSurfaceKHR surface;
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VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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VkPhysicalDeviceProperties deviceProperties;
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VkPhysicalDeviceProperties deviceProperties;
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VkPhysicalDeviceFeatures deviceFeatures;
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VkPhysicalDeviceFeatures deviceFeatures;
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VulkanDebugLibs debug;
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VkQueue graphicsQueue;
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#ifdef DEBUG
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VkQueue graphicsQueue;
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const bool enableValidationLayers = true;
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VkQueue presentQueue;
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#else
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const bool enableValidationLayers = false;
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#endif
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struct QueueFamilyIndices {
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struct QueueFamilyIndices {
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// We need to check that the Queue families support graphics operations and window presentation, sometimes they can support one or the other,
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// therefore, we take into account both for completion.
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std::optional<uint32_t> graphicsFamily;
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std::optional<uint32_t> graphicsFamily;
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std::optional<uint32_t> presentFamily;
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bool isComplete() {
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bool isComplete() {
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return graphicsFamily.has_value();
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return graphicsFamily.has_value() && presentFamily.has_value();
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}
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}
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};
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};
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@ -34,9 +34,10 @@ QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
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// These store the flags, the amount of queued items in the family, and timestamp data. Queue families are simply group collections of tasks we want to get done.
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// These store the flags, the amount of queued items in the family, and timestamp data. Queue families are simply group collections of tasks we want to get done.
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// Next, we check the flags of the queueFamily item, use a bitwise and to see if they match, i.e. support graphical operations, then return that to notify that we have at least one family that supports VK_QUEUE_GRAPHICS_BIT.
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// Next, we check the flags of the queueFamily item, use a bitwise and to see if they match, i.e. support graphical operations, then return that to notify that we have at least one family that supports VK_QUEUE_GRAPHICS_BIT.
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// Which means this device supports graphical operations!
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// Which means this device supports graphical operations!
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// We also do the same thing for window presentation, just check to see if its supported.
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QueueFamilyIndices indices;
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QueueFamilyIndices indices;
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uint32_t queueFamilyCount;
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uint32_t queueFamilyCount = 0;
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vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
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vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
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std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
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std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
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@ -47,6 +48,13 @@ QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
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if(queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
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if(queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
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indices.graphicsFamily = i;
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indices.graphicsFamily = i;
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}
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}
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VkBool32 presentSupport = false;
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vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, &presentSupport);
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if(presentSupport) {
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indices.presentFamily = i;
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}
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if(indices.isComplete()) {
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if(indices.isComplete()) {
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break;
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break;
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}
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}
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@ -66,7 +74,6 @@ bool isDeviceSuitable(VkPhysicalDevice device) {
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// is a queue family with the VK_QUEUE_GRAPHICS_BIT flipped!
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// is a queue family with the VK_QUEUE_GRAPHICS_BIT flipped!
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QueueFamilyIndices indices = findQueueFamilies(device);
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QueueFamilyIndices indices = findQueueFamilies(device);
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return deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU && deviceFeatures.multiViewport && deviceFeatures.geometryShader && indices.isComplete();
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return deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU && deviceFeatures.multiViewport && deviceFeatures.geometryShader && indices.isComplete();
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}
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}
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@ -88,40 +95,61 @@ void DeviceLibrary::pickPhysicalDevice(VkInstance& instance) {
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break;
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break;
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}
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}
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}
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}
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if(physicalDevice == VK_NULL_HANDLE) {
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if(physicalDevice == VK_NULL_HANDLE) {
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throw std::runtime_error("Failed to find a suitable GPU!");
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throw std::runtime_error("Failed to find a suitable GPU!");
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}
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}
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}
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}
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void DeviceLibrary::destroySurface(VkInstance& instance) {
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vkDestroySurfaceKHR(instance, surface, nullptr);
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std::cout << "Destroyed surface safely\n" << std::endl;
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}
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void DeviceLibrary::createSurface(VkInstance& instance, GLFWwindow* window) {
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if(glfwCreateWindowSurface(instance, window, nullptr, &surface) != VK_SUCCESS) {
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throw std::runtime_error("Failed to create window surface!!");
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}
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std::cout << "GLFW Window Surface created successfully\n" << std::endl;
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}
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void DeviceLibrary::createLogicalDevice(VkDevice& device) {
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void DeviceLibrary::createLogicalDevice(VkDevice& device) {
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// Describe how many queues we want for a single family (1) here, right now we are solely interested in graphics capabilites,
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// Describe how many queues we want for a single family (1) here, right now we are solely interested in graphics capabilites,
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// but Compute Shaders, transfer ops, decode and encode operations can also queued with setup! We also assign each queue a priority.
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// but Compute Shaders, transfer ops, decode and encode operations can also queued with setup! We also assign each queue a priority.
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QueueFamilyIndices indices = findQueueFamilies(physicalDevice);
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QueueFamilyIndices indices = findQueueFamilies(physicalDevice);
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VkDeviceQueueCreateInfo queueCreateInfo{};
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std::vector<VkDeviceQueueCreateInfo> queueCreateInfos;
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queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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std::set<uint32_t> uniqueQueueFamilies = {
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queueCreateInfo.queueFamilyIndex = indices.graphicsFamily.value();
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indices.graphicsFamily.value(),
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queueCreateInfo.queueCount = 1;
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indices.presentFamily.value()
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};
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float queuePriority = 1.0f;
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float queuePriority = 1.0f;
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queueCreateInfo.pQueuePriorities = &queuePriority;
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for(uint32_t queueFamily : uniqueQueueFamilies) {
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VkDeviceQueueCreateInfo queueCreateSingularInfo = {};
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VkDeviceCreateInfo createInfo{};
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queueCreateSingularInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
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queueCreateSingularInfo.queueFamilyIndex = queueFamily;
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createInfo.pQueueCreateInfos = &queueCreateInfo;
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queueCreateSingularInfo.queueCount = 1;
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createInfo.queueCreateInfoCount = 1;
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queueCreateSingularInfo.pQueuePriorities = &queuePriority;
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createInfo.pEnabledFeatures = &deviceFeatures;
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queueCreateInfos.push_back(queueCreateSingularInfo);
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createInfo.enabledExtensionCount = 0;
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if(enableValidationLayers) {
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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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}
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if(vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) {
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VkDeviceCreateInfo createDeviceInfo = {};
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VkPhysicalDeviceFeatures emptyFeatures = {};
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createDeviceInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
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createDeviceInfo.pQueueCreateInfos = queueCreateInfos.data();
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createDeviceInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfos.size());
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createDeviceInfo.pEnabledFeatures = &emptyFeatures;
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createDeviceInfo.enabledExtensionCount = 0;
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if(Global::enableValidationLayers) {
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createDeviceInfo.enabledLayerCount = static_cast<uint32_t>(Global::validationLayers.size());
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createDeviceInfo.ppEnabledLayerNames = Global::validationLayers.data();
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} else {
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createDeviceInfo.enabledLayerCount = 0;
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}
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if(vkCreateDevice(physicalDevice, &createDeviceInfo, nullptr, &device) != VK_SUCCESS) {
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throw std::runtime_error("Failed to create logical device");
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throw std::runtime_error("Failed to create logical device");
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}
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}
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std::cout << "Created Logical device successfully!\n" << std::endl;
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vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
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vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
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vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue);
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}
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}
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}
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@ -1,9 +1,14 @@
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#pragma once
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#pragma once
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#include <vulkan/vulkan_core.h>
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#include "global.h"
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namespace AgnosiaEngine {
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namespace DeviceControl {
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class DeviceLibrary {
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class DeviceLibrary {
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public:
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public:
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void pickPhysicalDevice(VkInstance& instance);
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void pickPhysicalDevice(VkInstance& instance);
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void createLogicalDevice(VkDevice& devicvee);
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void createLogicalDevice(VkDevice& device);
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void createSurface(VkInstance& instance, GLFWwindow* window);
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void destroySurface(VkInstance& instance);
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};
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};
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}
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}
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@ -5,18 +5,11 @@
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include "../global.h"
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#include "../global.h"
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#include "VulkanDebugLibs.h"
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using namespace Debug;
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using namespace AgnosiaEngine;
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#include <cstring>
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#include <cstring>
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#include <vulkan/vulkan_core.h>
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#include <vulkan/vulkan_core.h>
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// This ifdef checks if the build flag is present, hence whether to hook the debugger in at all.
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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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// This is our messenger object! It handles passing along debug messages to the debug callback we will also set.
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// This is our messenger object! It handles passing along debug messages to the debug callback we will also set.
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VkDebugUtilsMessengerEXT debugMessenger;
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VkDebugUtilsMessengerEXT debugMessenger;
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// This is the set of "layers" to hook into. Basically, layers are used to tell the messenger what data we want, its a filter. *validation* is the general blanket layer to cover incorrect usage.
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// This is the set of "layers" to hook into. Basically, layers are used to tell the messenger what data we want, its a filter. *validation* is the general blanket layer to cover incorrect usage.
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@ -31,7 +24,7 @@ std::vector<const char*> getRequiredExtensions() {
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std::vector<const char*> extensions(glfwExtensions, glfwExtensions + glfwExtensionCount);
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std::vector<const char*> extensions(glfwExtensions, glfwExtensions + glfwExtensionCount);
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if(enableValidationLayers) {
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if(Global::enableValidationLayers) {
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extensions.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME);
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extensions.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME);
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}
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}
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return extensions;
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return extensions;
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@ -51,6 +44,8 @@ static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
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return VK_FALSE;
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return VK_FALSE;
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}
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}
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void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo) {
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void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo) {
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// There is absolutely nothing about this i like, those long ass flags for messageType and Severity are just fucking hex values. Khronos should never cook again ToT
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// There is absolutely nothing about this i like, those long ass flags for messageType and Severity are just fucking hex values. Khronos should never cook again ToT
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// On a serious note, this is just a struct to define the parameters of the debug messenger, nothing super special.
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// On a serious note, this is just a struct to define the parameters of the debug messenger, nothing super special.
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@ -71,9 +66,9 @@ void VulkanDebugLibs::vulkanDebugSetup(VkInstanceCreateInfo& createInfo, VkInsta
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createInfo.enabledExtensionCount = static_cast<uint32_t>(extensions.size());
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createInfo.enabledExtensionCount = static_cast<uint32_t>(extensions.size());
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createInfo.ppEnabledExtensionNames = extensions.data();
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createInfo.ppEnabledExtensionNames = extensions.data();
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if(enableValidationLayers) {
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if(Global::enableValidationLayers) {
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createInfo.enabledLayerCount = static_cast<uint32_t>(validationLayers.size());
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createInfo.enabledLayerCount = static_cast<uint32_t>(Global::validationLayers.size());
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createInfo.ppEnabledLayerNames = validationLayers.data();
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createInfo.ppEnabledLayerNames = Global::validationLayers.data();
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populateDebugMessengerCreateInfo(debugCreateInfo);
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populateDebugMessengerCreateInfo(debugCreateInfo);
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createInfo.pNext = (VkDebugUtilsMessengerCreateInfoEXT*) &debugCreateInfo;
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createInfo.pNext = (VkDebugUtilsMessengerCreateInfoEXT*) &debugCreateInfo;
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@ -90,7 +85,7 @@ void VulkanDebugLibs::vulkanDebugSetup(VkInstanceCreateInfo& createInfo, VkInsta
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void VulkanDebugLibs::checkUnavailableValidationLayers() {
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void VulkanDebugLibs::checkUnavailableValidationLayers() {
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// Check if we are trying to hook validation layers in without support.
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// Check if we are trying to hook validation layers in without support.
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if(enableValidationLayers && !checkValidationLayerSupport()) {
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if(Global::enableValidationLayers && !checkValidationLayerSupport()) {
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throw std::runtime_error("Validation layers request, but not available! Are your SDK path variables set?");
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throw std::runtime_error("Validation layers request, but not available! Are your SDK path variables set?");
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}
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}
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}
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}
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@ -106,7 +101,7 @@ bool VulkanDebugLibs::checkValidationLayerSupport() {
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std::vector<VkLayerProperties> availableLayers(layerCount);
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std::vector<VkLayerProperties> availableLayers(layerCount);
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vkEnumerateInstanceLayerProperties(&layerCount, availableLayers.data());
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vkEnumerateInstanceLayerProperties(&layerCount, availableLayers.data());
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for(const char* layerName : validationLayers) {
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for(const char* layerName : Global::validationLayers) {
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bool layerFound = false;
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bool layerFound = false;
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for(const auto& layerProperties : availableLayers) {
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for(const auto& layerProperties : availableLayers) {
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@ -153,7 +148,7 @@ void VulkanDebugLibs::DestroyDebugUtilsMessengerEXT(VkInstance instance,
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void VulkanDebugLibs::setupDebugMessenger(VkInstance& vulkanInstance) {
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void VulkanDebugLibs::setupDebugMessenger(VkInstance& vulkanInstance) {
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// This is a pretty simple function! we just pass in the values to build the debug messenger, populate the structure with the data we want,
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// This is a pretty simple function! we just pass in the values to build the debug messenger, populate the structure with the data we want,
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// and safely create it, covering for runtime errors as per usual, this is the first thing that will be called!
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// and safely create it, covering for runtime errors as per usual, this is the first thing that will be called!
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if(!enableValidationLayers) return;
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if(!Global::enableValidationLayers) return;
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VkDebugUtilsMessengerCreateInfoEXT createInfo;
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VkDebugUtilsMessengerCreateInfoEXT createInfo;
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populateDebugMessengerCreateInfo(createInfo);
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populateDebugMessengerCreateInfo(createInfo);
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@ -2,8 +2,9 @@
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#include <vector>
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#include <vector>
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#include <vulkan/vulkan_core.h>
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#include <vulkan/vulkan_core.h>
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namespace AgnosiaEngine {
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namespace Debug {
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class VulkanDebugLibs {
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class VulkanDebugLibs {
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public:
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public:
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void vulkanDebugSetup(VkInstanceCreateInfo& createInfo, VkInstance& instance);
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void vulkanDebugSetup(VkInstanceCreateInfo& createInfo, VkInstance& instance);
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bool checkValidationLayerSupport();
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bool checkValidationLayerSupport();
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@ -1,5 +1,13 @@
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#include "global.h"
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#include "global.h"
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namespace Global {
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const std::vector<const char*> validationLayers = {
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const std::vector<const char*> validationLayers = {
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"VK_LAYER_KHRONOS_validation"
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"VK_LAYER_KHRONOS_validation"
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};
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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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}
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@ -1,5 +1,13 @@
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#pragma once
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#pragma once
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#include "debug/VulkanDebugLibs.h"
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#include <iostream>
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#include <iostream>
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#include <vector>
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#include <vector>
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#include <vulkan/vulkan_core.h>
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
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namespace Global {
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extern const std::vector<const char*> validationLayers;
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extern const std::vector<const char*> validationLayers;
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extern const bool enableValidationLayers;
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}
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37
src/main.cpp
37
src/main.cpp
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#include <vector>
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#include <vulkan/vulkan_core.h>
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#define GLFW_INCLUDE_VULKAN
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
|
|
||||||
#include "debug/VulkanDebugLibs.h"
|
#include "debug/VulkanDebugLibs.h"
|
||||||
#include "DeviceLibrary.h"
|
#include "DeviceLibrary.h"
|
||||||
using namespace AgnosiaEngine;
|
#include "debug/VulkanDebugLibs.h"
|
||||||
|
#include "global.h"
|
||||||
|
|
||||||
#include <cstdint>
|
#include <cstdint>
|
||||||
#include <cstring>
|
#include <cstring>
|
||||||
#include <cstdlib>
|
#include <cstdlib>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
#ifdef DEBUG
|
|
||||||
const bool enableValidationLayers = true;
|
|
||||||
#else
|
|
||||||
const bool enableValidationLayers = false;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
const uint32_t WIDTH = 800;
|
const uint32_t WIDTH = 800;
|
||||||
const uint32_t HEIGHT = 600;
|
const uint32_t HEIGHT = 600;
|
||||||
|
|
||||||
@ -26,7 +16,6 @@ const uint32_t HEIGHT = 600;
|
|||||||
class TriangleTestApplication {
|
class TriangleTestApplication {
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
void run() {
|
void run() {
|
||||||
initWindow();
|
initWindow();
|
||||||
initVulkan();
|
initVulkan();
|
||||||
@ -35,11 +24,13 @@ public:
|
|||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
DeviceControl::DeviceLibrary deviceLibs;
|
||||||
|
Debug::VulkanDebugLibs debugController;
|
||||||
|
|
||||||
GLFWwindow* window;
|
GLFWwindow* window;
|
||||||
VkInstance instance;
|
VkInstance instance;
|
||||||
VulkanDebugLibs debug;
|
|
||||||
DeviceLibrary deviceLibs;
|
|
||||||
VkDevice device;
|
VkDevice device;
|
||||||
|
|
||||||
// Initialize GLFW Window. First, Initialize GLFW lib, disable resizing for
|
// Initialize GLFW Window. First, Initialize GLFW lib, disable resizing for
|
||||||
// now, and create window.
|
// now, and create window.
|
||||||
void initWindow() {
|
void initWindow() {
|
||||||
@ -53,13 +44,14 @@ private:
|
|||||||
|
|
||||||
void initVulkan() {
|
void initVulkan() {
|
||||||
createInstance();
|
createInstance();
|
||||||
debug.setupDebugMessenger(instance); // The debug messenger is out holy grail, it gives us Vulkan related debug info when built with the -DNDEBUG flag (as per the makefile)
|
debugController.setupDebugMessenger(instance); // The debug messenger is out holy grail, it gives us Vulkan related debug info when built with the -DNDEBUG flag (as per the makefile)
|
||||||
|
deviceLibs.createSurface(instance, window);
|
||||||
deviceLibs.pickPhysicalDevice(instance);
|
deviceLibs.pickPhysicalDevice(instance);
|
||||||
deviceLibs.createLogicalDevice(device);
|
deviceLibs.createLogicalDevice(device);
|
||||||
}
|
}
|
||||||
|
|
||||||
void createInstance() {
|
void createInstance() {
|
||||||
debug.checkUnavailableValidationLayers(); // Check if there is a mistake with our Validation Layers.
|
debugController.checkUnavailableValidationLayers(); // Check if there is a mistake with our Validation Layers.
|
||||||
|
|
||||||
// Set application info for the vulkan instance!
|
// Set application info for the vulkan instance!
|
||||||
VkApplicationInfo appInfo{};
|
VkApplicationInfo appInfo{};
|
||||||
@ -69,13 +61,13 @@ private:
|
|||||||
appInfo.applicationVersion = VK_MAKE_VERSION(1,0,0); // Create a Major Minor Patch version number for the application!
|
appInfo.applicationVersion = VK_MAKE_VERSION(1,0,0); // Create a Major Minor Patch version number for the application!
|
||||||
appInfo.pEngineName = "Agnosia Engine"; // Give an internal name for the engine running
|
appInfo.pEngineName = "Agnosia Engine"; // Give an internal name for the engine running
|
||||||
appInfo.engineVersion = VK_MAKE_VERSION(1,0,0); // Similar to the App version, give vulkan an *engine* version
|
appInfo.engineVersion = VK_MAKE_VERSION(1,0,0); // Similar to the App version, give vulkan an *engine* version
|
||||||
appInfo.apiVersion = VK_API_VERSION_1_0; // Tell vulkan what the highest API version we will allow this program to run on
|
appInfo.apiVersion = VK_API_VERSION_1_1; // Tell vulkan what the highest API version we will allow this program to run on
|
||||||
|
|
||||||
VkInstanceCreateInfo createInfo{}; // Define parameters of new vulkan instance
|
VkInstanceCreateInfo createInfo{}; // Define parameters of new vulkan instance
|
||||||
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; // Tell vulkan this is a info structure
|
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; // Tell vulkan this is a info structure
|
||||||
createInfo.pApplicationInfo = &appInfo; // We just created a new appInfo structure, so we pass the pointer to it.
|
createInfo.pApplicationInfo = &appInfo; // We just created a new appInfo structure, so we pass the pointer to it.
|
||||||
|
|
||||||
debug.vulkanDebugSetup(createInfo, instance); // Handoff to the debug library to wrap the validation libs in! (And set the window up!)
|
debugController.vulkanDebugSetup(createInfo, instance); // Handoff to the debug library to wrap the validation libs in! (And set the window up!)
|
||||||
}
|
}
|
||||||
|
|
||||||
void mainLoop() { // This loop just updates the GLFW window.
|
void mainLoop() { // This loop just updates the GLFW window.
|
||||||
@ -86,14 +78,15 @@ private:
|
|||||||
|
|
||||||
void cleanup() { // Similar to the last handoff, destroy the debug util in a safe manner in the library!
|
void cleanup() { // Similar to the last handoff, destroy the debug util in a safe manner in the library!
|
||||||
vkDestroyDevice(device, nullptr);
|
vkDestroyDevice(device, nullptr);
|
||||||
if(enableValidationLayers) {
|
if(Global::enableValidationLayers) {
|
||||||
debug.DestroyDebugUtilsMessengerEXT(instance, nullptr);
|
debugController.DestroyDebugUtilsMessengerEXT(instance, nullptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
deviceLibs.destroySurface(instance);
|
||||||
vkDestroyInstance(instance, nullptr);
|
vkDestroyInstance(instance, nullptr);
|
||||||
glfwDestroyWindow(window);
|
glfwDestroyWindow(window);
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
}
|
}
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
|
Loading…
Reference in New Issue
Block a user