Update Documentation and remove duplicate includes caused by global headers
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@ -112,6 +112,7 @@ namespace DeviceControl {
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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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// We do this by looping over all the queueFamilies and sorting them by indices to fill the queue at the end!
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QueueFamilyIndices indices = findQueueFamilies(physicalDevice);
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QueueFamilyIndices indices = findQueueFamilies(physicalDevice);
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std::vector<VkDeviceQueueCreateInfo> queueCreateInfos;
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std::vector<VkDeviceQueueCreateInfo> queueCreateInfos;
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@ -130,11 +131,10 @@ namespace DeviceControl {
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queueCreateInfos.push_back(queueCreateSingularInfo);
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queueCreateInfos.push_back(queueCreateSingularInfo);
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}
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}
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VkDeviceCreateInfo createDeviceInfo = {};
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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.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
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createDeviceInfo.pQueueCreateInfos = queueCreateInfos.data();
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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.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfos.size());
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createDeviceInfo.pEnabledFeatures = &emptyFeatures;
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createDeviceInfo.pEnabledFeatures = &deviceFeatures;
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createDeviceInfo.enabledExtensionCount = 0;
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createDeviceInfo.enabledExtensionCount = 0;
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@ -1,14 +1,10 @@
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#include <cstdint>
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#include <stdexcept>
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#include <vulkan/vk_platform.h>
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#define GLFW_INCLUDE_VULKAN
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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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using namespace Debug;
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using namespace Debug;
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#include <cstdint>
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#include <stdexcept>
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#include <vulkan/vk_platform.h>
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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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// 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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@ -8,6 +8,8 @@
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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namespace Global {
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namespace Global {
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// Global variables and includes we are going to use almost everywhere, validation layers hook into everything, and you need to check if they are enabled first,
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// so that's one obvious global, as well as the glfw includes!
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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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extern const bool enableValidationLayers;
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}
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}
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@ -1,8 +1,6 @@
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#include "DeviceLibrary.h" // Device Library includes global, redundant to include with it here
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#include "debug/VulkanDebugLibs.h"
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#include "debug/VulkanDebugLibs.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 <cstring>
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#include <cstring>
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