// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // VulkanHpp Samples : 11_InitShaders // Initialize vertex and fragment shaders #include "../utils/shaders.hpp" #include "../utils/utils.hpp" #include "SPIRV/GlslangToSpv.h" #include "vulkan/vulkan.hpp" #include static char const * AppName = "11_InitShaders"; static char const * EngineName = "Vulkan.hpp"; int main( int /*argc*/, char ** /*argv*/ ) { try { vk::UniqueInstance instance = vk::su::createInstance( AppName, EngineName, {}, vk::su::getInstanceExtensions() ); #if !defined( NDEBUG ) vk::UniqueDebugUtilsMessengerEXT debugUtilsMessenger = vk::su::createDebugUtilsMessenger( instance ); #endif vk::PhysicalDevice physicalDevice = instance->enumeratePhysicalDevices().front(); vk::UniqueDevice device = vk::su::createDevice( physicalDevice, vk::su::findGraphicsQueueFamilyIndex( physicalDevice.getQueueFamilyProperties() ) ); /* VULKAN_HPP_KEY_START */ glslang::InitializeProcess(); std::vector vertexShaderSPV; bool ok = vk::su::GLSLtoSPV( vk::ShaderStageFlagBits::eVertex, vertexShaderText_PC_C, vertexShaderSPV ); assert( ok ); vk::ShaderModuleCreateInfo vertexShaderModuleCreateInfo( vk::ShaderModuleCreateFlags(), vertexShaderSPV ); vk::UniqueShaderModule vertexShaderModule = device->createShaderModuleUnique( vertexShaderModuleCreateInfo ); std::vector fragmentShaderSPV; ok = vk::su::GLSLtoSPV( vk::ShaderStageFlagBits::eFragment, fragmentShaderText_C_C, fragmentShaderSPV ); assert( ok ); vk::ShaderModuleCreateInfo fragmentShaderModuleCreateInfo( vk::ShaderModuleCreateFlags(), fragmentShaderSPV ); vk::UniqueShaderModule fragmentShaderModule = device->createShaderModuleUnique( fragmentShaderModuleCreateInfo ); glslang::FinalizeProcess(); // Note: No need to explicitly destroy the ShaderModules, as the corresponding destroy // functions are called by the destructor of the UniqueShaderModule on leaving this scope. /* VULKAN_HPP_KEY_END */ } catch ( vk::SystemError & err ) { std::cout << "vk::SystemError: " << err.what() << std::endl; exit( -1 ); } catch ( std::exception & err ) { std::cout << "std::exception: " << err.what() << std::endl; exit( -1 ); } catch ( ... ) { std::cout << "unknown error\n"; exit( -1 ); } return 0; }