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365 lines
18 KiB
Markdown
365 lines
18 KiB
Markdown
# Vulkan-Hpp: C++ Bindings for Vulkan
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The goal of the Vulkan-Hpp is to provide header only C++ bindings for the Vulkan C API to improve the developers Vulkan experience without introducing CPU runtime cost. It adds features like type safety for enums and bitfields, STL container support, exceptions and simple enumerations.
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| Platform | Build Status |
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| Linux | [![Build Status](https://travis-ci.org/KhronosGroup/Vulkan-Hpp.svg?branch=master)](https://travis-ci.org/KhronosGroup/Vulkan-Hpp) |
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## Getting Started
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Vulkan-Hpp is part of the LunarG Vulkan SDK since version 1.0.24. Just `#include <vulkan/vulkan.hpp>` and you're ready to use the C++ bindings. If you're using a Vulkan version not yet supported by the Vulkan SDK you can find the latest version of the header [here](https://github.com/KhronosGroup/Vulkan-Hpp/blob/master/vulkan/vulkan.hpp).
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### Minimum Requirements
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Vulkan-Hpp requires a C++11 capable compiler to compile. The following compilers are known to work:
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* Visual Studio >=2015
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* GCC >= 4.8.2 (earlier version might work, but are untested)
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* Clang >= 3.3
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## Usage
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### namespace vk
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To avoid name collisions with the Vulkan C API the C++ bindings reside in the vk namespace. The following rules apply to the new naming
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* All functions, enums, handles, and structs have the Vk prefix removed. In addition to this the first leter of functions is lower case.
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* `vkCreateImage` can be accessed as `vk::createImage`
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* `VkImageTiling` can be accessed as `vk::ImageTiling`
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* `VkImageCreateInfo` can be accessed as `vk::ImageCreateInfo`
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* Enums are mapped to scoped enums to provide compile time type safety. The names have been changed to 'e' + CamelCase with the VK_ prefix and type infix removed. In case the enum type is an extension the extension suffix has been removed from the enum values.
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In all other cases the extension suffix has not been removed.
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* `VK_IMAGETYPE_2D` is now `vk::ImageType::e2D`.
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* `VK_COLOR_SPACE_SRGB_NONLINEAR_KHR` is now `vk::ColorSpaceKHR::eSrgbNonlinear`.
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* `VK_STRUCTURE_TYPE_PRESENT_INFO_KHR` is now `vk::StructureType::ePresentInfoKHR`.
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* Flag bits are handled like scoped enums with the addition that the `_BIT` suffix has also been removed.
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In some cases it might be necessary to move Vulkan-Hpp to a custom namespace. This can be achieved by defining VULKAN_HPP_NAMESPACE before including Vulkan-Hpp.
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### Handles
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Vulkan-Hpp declares a class for all handles to ensure full type safety and to add support for member functions on handles. A member function has been added to a handle class for each function which accepts the corresponding handle as first parameter. Instead of `vkBindBufferMemory(device, ...)` one can write `device.bindBufferMemory(...)` or `vk::bindBufferMemory(device, ...)`.
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### C/C++ Interop for Handles
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On 64-bit platforms Vulkan-Hpp supports implicit conversions between C++ Vulkan handles and C Vulkan handles. On 32-bit platforms all non-dispatchable handles are defined as `uint64_t`, thus preventing type-conversion checks at compile time which would catch assignments between incompatible handle types.. Due to that Vulkan-Hpp does not enable implicit conversion for 32-bit platforms by default and it is recommended to use a `static_cast` for the conversion like this: `VkDevice = static_cast<VkDevice>(cppDevice)` to prevent converting some arbitrary int to a handle or vice versa by accident. If you're developing your code on a 64-bit platform, but want compile your code for a 32-bit platform without adding the explicit casts you can define `VULKAN_HPP_TYPESAFE_CONVERSION` to 1 in your build system or before including `vulkan.hpp`. On 64-bit platforms this define is set to 1 by default and can be set to 0 to disable implicit conversions.
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### Flags
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The scoped enum feature adds type safety to the flags, but also prevents using the flag bits as input for bitwise operations like & and |.
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As solution Vulkan-Hpp provides a template class `vk::Flags` which brings the standard operations like `&=`, `|=`, `&` and `|` to our scoped enums. Except for the initialization with 0 this class behaves exactly like a normal bitmask with the improvement that it is impossible to set bits not specified by the corresponding enum by accident. Here are a few examples for the bitmask handling:
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```c++
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vk::ImageUsage iu1; // initialize a bitmask with no bit set
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vk::ImageUsage iu2 = {}; // initialize a bitmask with no bit set
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vk::ImageUsage iu3 = vk::ImageUsage::eColorAttachment; // initialize with a single value
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vk::ImageUsage iu4 = vk::ImageUsage::eColorAttachment | vk::ImageUsage::eStorage; // or two bits to get a bitmask
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PipelineShaderStageCreateInfo ci( {} /* pass a flag without any bits set */, ...);
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```
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### CreateInfo structs
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When constructing a handle in Vulkan one usually has to create some `CreateInfo` struct which describes the new handle. This can result in quite lengthy code as can be seen in the following Vulkan C example:
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```c++
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VkImageCreateInfo ci;
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ci.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
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ci.pNext = nullptr;
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ci.flags = ...some flags...;
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ci.imageType = VK_IMAGE_TYPE_2D;
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ci.format = VK_FORMAT_R8G8B8A8_UNORM;
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ci.extent = VkExtent3D { width, height, 1 };
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ci.mipLevels = 1;
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ci.arrayLayers = 1;
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ci.samples = VK_SAMPLE_COUNT_1_BIT;
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ci.tiling = VK_IMAGE_TILING_OPTIMAL;
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ci.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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ci.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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ci.queueFamilyIndexCount = 0;
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ci.pQueueFamilyIndices = 0;
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ci.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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vkCreateImage(device, &ci, allocator, &image));
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```
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There are two typical issues Vulkan developers encounter when filling out a CreateInfo struct field by field
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* One or more fields are left uninitialized.
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* `sType` is incorrect.
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Especially the first one is hard to detect.
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Vulkan-Hpp provides constructors for all CreateInfo objects which accept one parameter for each member variable. This way the compiler throws a compiler error if a value has been forgotten. In addition to this `sType` is automatically filled with the correct value and `pNext` set to a `nullptr` by default. Here's how the same code looks with a constructor:
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```c++
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vk::ImageCreateInfo ci({}, vk::ImageType::e2D, vk::format::eR8G8B8A8Unorm,
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{ width, height, 1 },
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1, 1, vk::SampleCount::e1,
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vk::ImageTiling::eOptimal, vk::ImageUsage:eColorAttachment,
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vk::SharingMode::eExclusive, 0, 0, vk::Imagelayout::eUndefined);
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```
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With constructors for CreateInfo structures one can also pass temporaries to Vulkan functions like this:
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```c++
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vk::Image image = device.createImage({{}, vk::ImageType::e2D, vk::format::eR8G8B8A8Unorm,
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{ width, height, 1 },
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1, 1, vk::SampleCount::e1,
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vk::ImageTiling::eOptimal, vk::ImageUsage:eColorAttachment,
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vk::SharingMode::eExclusive, 0, 0, vk::Imagelayout::eUndefined});
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```
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### Passing Arrays to Functions using ArrayProxy
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The Vulkan API has several places where which require (count,pointer) as two function arguments and C++ has a few containers which map perfectly to this pair. To simplify development the Vulkan-Hpp bindings have replaced those argument pairs with the `ArrayProxy` template class which accepts empty arrays and a single value as well as STL containers `std::initializer_list`, `std::array` and `std::vector` as argument for construction. This way a single generated Vulkan version can accept a variety of inputs without having the combinatoric explosion which would occur when creating a function for each container type.
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Here are some code samples on how to use the ArrayProxy:
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```c++
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vk::CommandBuffer c;
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// pass an empty array
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c.setScissor(0, nullptr);
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// pass a single value. Value is passed as reference
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vk::Rect2D scissorRect = { {0, 0}, {640, 480} };
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c.setScissor(0, scissorRect);
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// pass a temporary value.
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c.setScissor(0, { { 0, 0 },{ 640, 480 } });
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// generate a std::initializer_list using two rectangles from the stack. This might generate a copy of the rectangles.
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vk::Rect2D scissorRect1 = { { 0, 0 },{ 320, 240 } };
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vk::Rect2D scissorRect2 = { { 320, 240 },{ 320, 240 } };
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c.setScissor(0, { scissorRect, scissorRect2 });
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// construct a std::initializer_list using two temporary rectangles.
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c.setScissor(0, { { { 0, 0 },{ 320, 240 } },
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{ { 320, 240 },{ 320, 240 } }
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}
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);
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// pass a std::array
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std::array<vk::Rect2D, 2> arr{ scissorRect1, scissorRect2 };
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c.setScissor(0, arr);
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// pass a std::vector of dynamic size
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std::vector<vk::Rect2D> vec;
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vec.push_back(scissorRect1);
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vec.push_back(scissorRect2);
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c.setScissor(0, vec);
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```
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### Passing Structs to Functions
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Vulkan-Hpp generates references for pointers to structs. This conversion allows passing temporary structs to functions which can result in shorter code. In case the input is optional and thus accepting a null pointer the parameter type will be a `vk::Optional<T> const&` type. This type accepts either a reference to `T` or nullptr as input and thus allows optional temporary structs.
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```c++
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// C
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ImageSubResource subResource;
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subResource.aspectMask = 0;
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subResource.mipLevel = 0;
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subResource.arrayLayer = 0;
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vkSubresourceLayout layout = vkGetImageSubResourceLayout(image, subresource);
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// C++
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auto layout = device.getImageSubResourceLayout(image, { {} /* flags*/, 0 /* miplevel */, 0 /* layout */ });
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```
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### Structure Pointer Chains
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Vulkan allows chaining of structures through the pNext pointer. Vulkan-Hpp has a variadic template class which allows constructing of such structure chains with minimal efforts. In addition to this it checks at compile time if the spec allows the construction of such a `pNext` chain.
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```
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// This will compile successfully.
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vk::StructureChain<vk::MemoryAllocateInfo, vk::ImportMemoryFdInfoKHR> c;
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vk::MemoryAllocateInfo &allocInfo = c.get<vk::MemoryAllocateInfo>();
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vk::ImportMemoryFdInfoKHR &fdInfo = c.get<vk::ImportMemoryFdInfoKHR>();
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// This will fail compilation since it's not valid according to the spec.
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vk::StructureChain<vk::MemoryAllocateInfo, vk::MemoryDedicatedRequirementsKHR> c;
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vk::MemoryAllocateInfo &allocInfo = c.get<vk::MemoryAllocateInfo>();
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vk::ImportMemoryFdInfoKHR &fdInfo = c.get<vk::ImportMemoryFdInfoKHR>();
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```
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Sometimes the user has to pass a preallocated structure chain to query information. In those cases the corresponding query functions are variadic templates and do accept a structure chain to construct the return value:
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```
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// Query vk::MemoryRequirements2KHR and vk::MemoryDedicatedRequirementsKHR when calling Device::getBufferMemoryRequirements2KHR:
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auto result = device.getBufferMemoryRequirements2KHR<vk::MemoryRequirements2KHR, vk::MemoryDedicatedRequirementsKHR>({});
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vk::MemoryRequirements2KHR &memReqs = result.get<vk::MemoryRequirements2KHR>();
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vk::MemoryDedicatedRequirementsKHR &dedMemReqs = result.get<vk::MemoryDedicatedRequirementsKHR>();
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```
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### Return values, Error Codes & Exceptions
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By default Vulkan-Hpp has exceptions enabled. This means that Vulkan-Hpp checks the return code of each function call which returns a Vk::Result. If Vk::Result is a failure a std::runtime_error will be thrown. Since there is no need to return the error code anymore the C++ bindings can now return the actual desired return value, i.e. a vulkan handle. In those cases ResultValue <SomeType>::type is defined as the returned type.
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To create a device you can now just write:
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```C++
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vk::Device device = physicalDevice.createDevice(createInfo);
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```
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If exception handling is disabled by defining `VULKAN_HPP_NO_EXCEPTIONS` the type of `ResultValue<SomeType>::type` is a struct holding a `vk::Result` and a `SomeType`. This struct supports unpacking the return values by using `std::tie`.
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In case you don’t want to use the `vk::ArrayProxy` and return value transformation you can still call the plain C-style function. Below are three examples showing the 3 ways to use the API:
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The first snippet shows how to use the API without exceptions and the return value transformation:
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```c++
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// No exceptions, no return value transformation
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ShaderModuleCreateInfo createInfo(...);
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ShaderModule shader1;
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Result result = device.createShaderModule(&createInfo, allocator, &shader1);
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if (result.result != VK_SUCCESS)
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{
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handle error code;
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cleanup?
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return?
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}
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ShaderModule shader2;
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Result result = device.createShaderModule(&createInfo, allocator, &shader2);
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if (result != VK_SUCCESS)
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{
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handle error code;
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cleanup?
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return?
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}
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```
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The second snippet shows how to use the API using return value transformation, but without exceptions. It’s already a little bit shorter than the original code:
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```c++
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ResultValue<ShaderModule> shaderResult1 = device.createShaderModule({...} /* createInfo temporary */);
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if (shaderResult1.result != VK_SUCCESS)
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{
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handle error code;
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cleanup?
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return?
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}
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// std::tie support.
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vk::Result result;
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vk::ShaderModule shaderModule2;
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std::tie(result, shaderModule2) = device.createShaderModule({...} /* createInfo temporary */);
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if (shaderResult2.result != VK_SUCCESS)
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{
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handle error code;
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cleanup?
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return?
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}
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```
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A nicer way to unpack the result is provided by the structured bindings of C++17. They will allow us to get the result with a single line of code:
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```c++
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auto [result, shaderModule2] = device.createShaderModule({...} /* createInfo temporary */);
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```
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Finally, the last code example is using exceptions and return value transformation. This is the default mode of the API.
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```c++
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ShaderModule shader1;
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ShaderModule shader2;
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try {
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myHandle = device.createShaderModule({...});
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myHandle2 = device.createShaderModule({...});
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} catch(std::exception const &e) {
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// handle error and free resources
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}
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```
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Keep in mind that Vulkan-Hpp does not support RAII style handles and that you have to cleanup your resources in the error handler!
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### Enumerations
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For the return value transformation, there's one special class of return values which require special handling: Enumerations. For enumerations you usually have to write code like this:
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```c++
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std::vector<LayerProperties,Allocator> properties;
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uint32_t propertyCount;
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Result result;
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do
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{
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// determine number of elements to query
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result = static_cast<Result>( vk::enumerateDeviceLayerProperties( m_physicalDevice, &propertyCount, nullptr ) );
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if ( ( result == Result::eSuccess ) && propertyCount )
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{
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// allocate memory & query again
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properties.resize( propertyCount );
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result = static_cast<Result>( vk::enumerateDeviceLayerProperties( m_physicalDevice, &propertyCount, reinterpret_cast
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<VkLayerProperties*>( properties.data() ) ) );
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}
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} while ( result == Result::eIncomplete );
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// it's possible that the count has changed, start again if properties was not big enough
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properties.resize(propertyCount);
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```
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Since writing this loop over and over again is tedious and error prone the C++ binding takes care of the enumeration so that you can just write:
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```c++
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std::vector<LayerProperties> properties = physicalDevice.enumerateDeviceLayerProperties();
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```
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### UniqueHandle for automatic resource management
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Vulkan-Hpp provides a `vk::UniqueHandle<Type, Deleter>` interface. For each Vulkan handle type `vk::Type` there is a unqiue handle `vk::UniqueType` which will delete the underlying Vulkan resource upon destruction, e.g. `vk::UniqueBuffer ` is the unique handle for `vk::Buffer`.
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For each function which constructs a Vulkan handle of type `vk::Type` Vulkan-Hpp provides a second version which returns a `vk::UnqiueType`. E.g. for `vk::Device::createBuffer` there is `vk::Device::createBufferUnique` and for `vk::allocateCommandBuffers` there is `vk::allocateCommandBuffersUnique`.
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Note that using `vk::UniqueHandle` comes at a cost since most deleters have to store the `vk::AllocationCallbacks` and parent handle used for construction because they are required for automatic destruction.
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### Custom allocators
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Sometimes it is required to use `std::vector` with custom allocators. Vulkan-Hpp supports vectors with custom allocators as input for `vk::ArrayProxy` and for functions which do return a vector. For the latter case, add your favorite custom allocator as template argument to the function call like this:
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```c++
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std::vector<LayerProperties, MyCustomAllocator> properties = physicalDevice.enumerateDeviceLayerProperties<MyCustomAllocator>();
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```
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### Custom assertions
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All over vulkan.hpp, there are a couple of calls to an assert function. By defining VULKAN_HPP_ASSERT, you can specifiy your own custom assert function to be called instead.
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### Extensions / Per Device function pointers
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The Vulkan loader exposes only the Vulkan core functions and a limited number of extensions. To use Vulkan-Hpp with extensions it's required to have either a library which provides stubs to all used Vulkan
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functions or to tell Vulkan-Hpp to dispatch those functions pointers. Vulkan-Hpp provides a per-function dispatch mechanism by accepting a dispatch class as last parameter in each function call. The dispatch
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class must provide a callable type for each used Vulkan function. Vulkan-Hpp provides one implementation, ```DispatchLoaderDynamic```, which fetches all function pointers known to the library.
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```c++
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// This dispatch class will fetch all function pointers through the passed instance
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vk::DispatchLoaderDynamic dldi(instance);
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// This dispatch class will fetch function pointers for the passed device if possible, else for the passed instance
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vk::DispatchLoaderDynamic dldid(instance, device);
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// Pass dispatch class to function call as last parameter
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device.getQueue(graphics_queue_family_index, 0, &graphics_queue, dldid);
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```
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## See Also
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Feel free to submit a PR to add to this list.
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- [Vookoo](https://github.com/andy-thomason/Vookoo/) Stateful helper classes for Vulkan-Hpp, [Introduction Article](https://accu.org/index.php/journals/2380).
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## License
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Copyright 2015-2017 The Khronos Group Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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