Vulkan-Hpp/samples/08_InitPipelineLayout/08_InitPipelineLayout.cpp
mocabe b6a190f4a2 Building samples for Linux (#491)
* CMake: Fix SAMPLES_BUILD and TESTS_BUILD

* CMake: Enable sample build on linux

* samples: Use glfw for window creation

* samples: Fix include order

* samples: Support new window handling

* samples: Add build target for util

* samples: Update CMake scripts to use util target

* samples: Add WindowData to manage unique window

* samples: Surface handling using WIndowData

* sampels: Remove call for vk::su::destroyWindow()

* CMake: FIx more options

* samples: Build SurfaceCapabilities only on WIN32

* samples: Fixed RayTracing sample to build on Linux

* samples: Fix wrong check on SurfaceProtectedCapabilitiesKHR

This also fixes compilation with MinGW gcc/clang

* CMake: check CMAKE_SYSTEM_NAME for Linux samples

* CMake: Add source group for utils

* samples: Fix potential bugs

* samples: Reduce warnings on gcc/clang

* samples: Fix missmatched new/free() which is UB

* samples: Add missing initialization for dynamic dispatcher

* samples: Remove unnecessary  dispacther construct

Co-authored-by: Andreas Süßenbach <asuessenbach@nvidia.com>
2020-01-28 10:16:10 +01:00

69 lines
2.6 KiB
C++

// Copyright(c) 2018-2019, 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 : 08_InitPipelineLayout
// Initialize a descriptor and pipeline layout
#include "../utils/utils.hpp"
#include "vulkan/vulkan.hpp"
#include <iostream>
static char const* AppName = "08_InitPipelineLayout";
static char const* EngineName = "Vulkan.hpp";
int main(int /*argc*/, char ** /*argv*/)
{
try
{
vk::UniqueInstance instance = vk::su::createInstance(AppName, EngineName);
#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 */
// create a DescriptorSetLayout
vk::DescriptorSetLayoutBinding descriptorSetLayoutBinding(0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex);
vk::UniqueDescriptorSetLayout descriptorSetLayout = device->createDescriptorSetLayoutUnique(vk::DescriptorSetLayoutCreateInfo(vk::DescriptorSetLayoutCreateFlags(), 1, &descriptorSetLayoutBinding));
// create a PipelineLayout using that DescriptorSetLayout
vk::UniquePipelineLayout pipelineLayout = device->createPipelineLayoutUnique(vk::PipelineLayoutCreateInfo(vk::PipelineLayoutCreateFlags(), 1, &descriptorSetLayout.get()));
// Note: No need to explicitly destroy the layouts, as the corresponding destroy function is
// called by the destructor of the UniqueDescriptorSetLayout or UniquePipelineLayout, respectively, on leaving this scope.
/* VULKAN_HPP_KEY_END */
}
catch (vk::SystemError& err)
{
std::cout << "vk::SystemError: " << err.what() << std::endl;
exit(-1);
}
catch (std::runtime_error& err)
{
std::cout << "std::runtime_error: " << err.what() << std::endl;
exit(-1);
}
catch (...)
{
std::cout << "unknown error\n";
exit(-1);
}
return 0;
}