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# vk-bootstrap
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A utility library meant to jump start developing a Vulkan Application
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This library simplifies the tedious process of:
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* Instance creation
* Physical Device selection
* Device creation
* Getting queues
* Swapchain creation
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It also adds several conveniences for:
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* Enabling validation layers
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* Adding a debug callback messenger
* Enabling extensions on a physical device
* Select a gpu based on a set of criteria like features, extensions, memory, etc
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Read the [Getting Started ](docs/getting_started.md ) guide for a quick start on using `vk-bootstrap`
## Basic Usage
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```cpp
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#include "VkBootstrap.h"
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void init_vulkan () {
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vkb::InstanceBuilder builder;
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auto inst_ret = builder.set_app_name ("Example Vulkan Application")
.request_validation_layers ()
.use_default_debug_messenger ()
.build ();
if (!inst_ret) {
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printf("Failed to create Vulkan instance. Cause %s\n",
instance_builder_return.error().message());
return;
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}
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vkb::Instance vkb_inst = inst_ret.value ();
vkb::PhysicalDeviceSelector selector{ vkb_inst };
auto phys_ret = selector.set_surface (/* from user created window*/)
.set_minimum_version (1, 1) // require a vulkan 1.1 capable device
.require_dedicated_transfer_queue ()
.select ();
if (!phys_ret) {
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printf("Failed to select Vulkan Physical Device. Cause %s\n",
phys_ret.error().message());
return;
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}
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vkb::DeviceBuilder device_builder{ phys_ret.value () };
// automatically propagate needed data from instance & physical device
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auto dev_ret = device_builder.build ();
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if (!dev_ret) {
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printf("Failed to create Vulkan device. Cause %s\n",
dev_ret.error().message());
return;
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}
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vkb::Device vkb_device = dev_ret.value ();
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// Get the VkDevice handle used in the rest of a vulkan application
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VkDevice device = vkb_device.device;
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// Get the graphics queue with a helper function
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auto graphics_queue_ret = vkb_device.get_queue (vkb::QueueType::graphics);
if (!graphics_queue_ret) {
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printf("Failed to get graphics queue. Cause %s\n",
graphics_queue_ret.error().message());
return;
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}
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VkQueue graphics_queue = graphics_queue_ret.value ();
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// Turned 400-500 lines of boilerplate into less than fifty.
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}
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```
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See `example/triangle.cpp` for an example that renders a triangle to the screen.
## Setting up vk-bootstrap
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### Simple
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This library has no external dependencies beyond C++11 and the standard library.
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Simply copy the `src/VkBootstrap.h` and `src/VkBootstrap.cpp` files into your project, include them, compile as you normally would.
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### With git-submodule + CMake
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Add this project as a git-submodule
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```bash
git submodule add https://github.com/charles-lunarg/vk-bootstrap
```
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With CMake, add the project as a subdirectory
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```cmake
add_subdirectory(vk-bootstrap)
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target_link_libraries(your_application_name vk-bootstrap)
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```
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### Manually Building
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```bash
git clone https://github.com/charles-lunarg/vk-bootstrap
cd vk-bootstrap
mkdir build
cd build
cmake ..
```
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## Testing
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Testing requires GLFW and Catch2 but are acquired automatically using cmake.
Tests will be enabled if you open this project standalone. If you include this project as a subdirectory, you can force enable tests by setting the option `VK_BOOTSTRAP_TEST` to `ON` , otherwise it won't be built.
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```bash
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cmake ../path/to/your_project/ -DVK_BOOTSTRAP_TEST=ON
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```