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Added documentation to InstanBuilder and PhysicalDevice Selector
Updated readme's example code and included better build instructions
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README.md
62
README.md
@ -1,11 +1,11 @@
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# Vk-Bootstrap
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A Vulkan utility library meant to jump start a Vulkan Application
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A Vulkan utility library meant to jump start any Vulkan Application
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This library simplifies the tedious process of:
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* Instance Creation
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* Physical Device Selection
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* Picking a Physical Device
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* Device Creation
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* Getting Queues
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* Swapchain Creation
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@ -14,7 +14,7 @@ It also adds several conveniences for:
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* enabling validation layers
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* setting up a debug callback
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* selecting a gpu based on a small set of common criteria
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* select a gpu based on a set of common criteria like features, extensions, memory, etc.
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## Example
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@ -22,65 +22,74 @@ It also adds several conveniences for:
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#include "VkBootstrap.h"
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void device_init()
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void init_vulkan()
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{
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vkb::InstanceBuilder builder;
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builder.setup_validation_layers()
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.set_app_name ("example")
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builder.check_and_setup_validation_layers()
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.set_app_name ("Example Vulkan Application")
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.set_default_debug_messenger ();
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auto inst_ret = builder.build();
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if (!inst_ret.has_value()) {
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// error
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}
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vkb::Instance inst = inst_ret.value();
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vkb::Instance vkb_inst = inst_ret.value();
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vkb::PhysicalDeviceSelector selector{ inst };
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selector.set_surface (/* from user created window*/)
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.set_minimum_version (1, 0)
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.require_dedicated_transfer_queue();
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.set_minimum_version (1, 1) //require a vulkan 1.1 capable device
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.require_dedicated_transfer_queue(); //require a transfer queue
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auto phys_ret = selector.select ();
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if (!phys_ret.has_value()) {
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// error
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}
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vkb::PhysicalDevice physical_device = phys_ret.value();
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vkb::DeviceBuilder device_builder{ physical_device };
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vkb::DeviceBuilder device_builder{ phys_ret.value() };
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auto dev_ret = device_builder.build ();
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if (!dev_ret.has_value()){
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// error
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}
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vkb::Device device = dev_ret.value();
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auto graphics_queue_ret = vkb::get_graphics_queue(device);
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// Get the VkDevice handle used in the rest of a vulkan application
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VkDevice device = dev_ret.value().device;
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// Get the graphics queue with a helper function
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auto graphics_queue_ret = vkb::get_graphics_queue(dev_ret.value());
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if (!graphics_queue_ret.has_value()){
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//error
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// error
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}
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VkQueue graphics_queue = graphics_queue_ret.value();
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// Reduced 400-500 lines of boilerplate to a less than fifty.
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}
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```
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## Using this library
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See `example/triangle.cpp` for an example that renders a triangle to the screen.
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#### Simple
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## Setting up vk-bootstrap
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Copy the `src/VkBootstrap.h` and `src/VkBootstrap.cpp` into your project
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### Simple
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#### With git-submodule + CMake
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This library has no external dependencies.
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Simply copy the `src/VkBootstrap.h` and `src/VkBootstrap.cpp` files into your project and compile them as you normally would
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add this project as a git-submodule
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### With git-submodule + CMake
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Add this project as a git-submodule
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```bash
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git submodule add https://github.com/charles-lunarg/vk-bootstrap
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```
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Then add the project with cmake
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With CMake, add the project as a subdirectory
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```cmake
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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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### Manually Building
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```bash
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git clone https://github.com/charles-lunarg/vk-bootstrap
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@ -90,17 +99,17 @@ cd build
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cmake ..
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```
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To test, glfw and Catch2 are needed and automatically included using git submodules.
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## Testing
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In the project directory, run
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To test, glfw and Catch2 are automatically included using git submodules.
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In the project directory, run the following to get the required dependencies to test.
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```bash
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git submodule update --init
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```
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to get the required dependencies for testing setup.
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Then return to the build directory and enable tests with `VK_BOOTSTRAP_TEST`
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In the build directory, enable tests by adding `-DVK_BOOTSTRAP_TEST` to the cmake command line arguments
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```bash
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cmake ../path/to/vk-bootstrap/ -DVK_BOOTSTRAP_TEST=ON
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@ -112,4 +121,3 @@ cmake ../path/to/vk-bootstrap/ -DVK_BOOTSTRAP_TEST=ON
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* More examples
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* Testing
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* Documenting API
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* Fleshing out device configuration
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@ -42,7 +42,8 @@ int device_initialization (Init& init) {
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init.window = create_window_glfw (false);
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vkb::InstanceBuilder instance_builder;
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auto instance_ret = instance_builder.set_default_debug_messenger ().setup_validation_layers ().build ();
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auto instance_ret =
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instance_builder.set_default_debug_messenger ().check_and_setup_validation_layers ().build ();
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if (!instance_ret) {
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std::cout << static_cast<uint32_t> (instance_ret.error ().type) << "\n";
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}
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@ -312,37 +312,37 @@ InstanceBuilder& InstanceBuilder::set_api_version (uint32_t major, uint32_t mino
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info.api_version = VK_MAKE_VERSION (major, minor, patch);
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return *this;
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}
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InstanceBuilder& InstanceBuilder::add_layer (const char* layer_name) {
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InstanceBuilder& InstanceBuilder::must_enable_layer (const char* layer_name) {
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if (!layer_name) return *this;
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info.layers.push_back (layer_name);
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return *this;
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}
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InstanceBuilder& InstanceBuilder::add_extension (const char* extension_name) {
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InstanceBuilder& InstanceBuilder::must_enable_extension (const char* extension_name) {
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if (!extension_name) return *this;
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info.extensions.push_back (extension_name);
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return *this;
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}
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bool InstanceBuilder::check_and_add_layer (const char* layer_name) {
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if (!layer_name) return false;
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bool available = detail::check_layer_supported (system.available_layers, layer_name);
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if (available) info.layers.push_back (layer_name);
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return available;
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InstanceBuilder& InstanceBuilder::check_and_add_layer (const char* layer_name) {
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if (!layer_name) return *this;
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if (detail::check_layer_supported (system.available_layers, layer_name))
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info.layers.push_back (layer_name);
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return *this;
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}
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bool InstanceBuilder::check_and_add_extension (const char* extension_name) {
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if (!extension_name) return false;
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bool available = detail::check_extension_supported (system.available_extensions, extension_name);
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if (available) info.extensions.push_back (extension_name);
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return available;
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InstanceBuilder& InstanceBuilder::check_and_add_extension (const char* extension_name) {
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if (!extension_name) return *this;
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if (detail::check_extension_supported (system.available_extensions, extension_name))
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info.extensions.push_back (extension_name);
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return *this;
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}
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InstanceBuilder& InstanceBuilder::setup_validation_layers (bool enable_validation) {
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InstanceBuilder& InstanceBuilder::must_enable_validation_layers (bool enable_validation) {
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info.enable_validation_layers = enable_validation;
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return *this;
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}
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bool InstanceBuilder::check_and_setup_validation_layers (bool enable_validation) {
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InstanceBuilder& InstanceBuilder::check_and_setup_validation_layers (bool enable_validation) {
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bool available =
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detail::check_extension_supported (system.available_extensions, detail::validation_layer_name);
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setup_validation_layers (available);
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return available;
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info.enable_validation_layers = available;
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return *this;
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}
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InstanceBuilder& InstanceBuilder::set_default_debug_messenger () {
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@ -513,8 +513,8 @@ int get_graphics_queue_index (std::vector<VkQueueFamilyProperties> const& famili
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}
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return -1;
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}
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// finds a compute queue which is distinct from the graphics queue and tries to find one without transfer support
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// returns -1 if none is found
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// finds a compute queue which is distinct from the graphics queue and tries to find one without
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// transfer support returns -1 if none is found
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int get_distinct_compute_queue_index (std::vector<VkQueueFamilyProperties> const& families) {
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int compute = -1;
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for (int i = 0; i < families.size (); i++) {
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@ -529,8 +529,8 @@ int get_distinct_compute_queue_index (std::vector<VkQueueFamilyProperties> const
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}
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return compute;
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}
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// finds a transfer queue which is distinct from the graphics queue and tries to find one without compute support
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// returns -1 if none is found
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// finds a transfer queue which is distinct from the graphics queue and tries to find one without
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// compute support returns -1 if none is found
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int get_distinct_transfer_queue_index (std::vector<VkQueueFamilyProperties> const& families) {
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int transfer = -1;
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for (int i = 0; i < families.size (); i++) {
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@ -124,37 +124,61 @@ void destroy_instance (Instance instance); // release instance resources
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class InstanceBuilder {
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public:
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InstanceBuilder(); //automatically gets available layers and extensions
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InstanceBuilder (); // automatically gets available layers and extensions.
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detail::Expected<Instance, detail::Error<InstanceError>> build (); // use builder pattern
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detail::Expected<Instance, detail::Error<InstanceError>> build ();
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// Sets the name of the application. Defaults to "" if none is provided.
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InstanceBuilder& set_app_name (const char* app_name);
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// Sets the name of the engine. Defaults to "" if none is provided.
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InstanceBuilder& set_engine_name (const char* engine_name);
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// Sets the (major, minor, patch) version of the application.
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InstanceBuilder& set_app_version (uint32_t major, uint32_t minor, uint32_t patch);
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// Sets the (major, minor, patch) version of the engine.
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InstanceBuilder& set_engine_version (uint32_t major, uint32_t minor, uint32_t patch);
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// Sets the vulkan API version to use.
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InstanceBuilder& set_api_version (uint32_t major, uint32_t minor, uint32_t patch);
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InstanceBuilder& add_layer (const char* layer_name);
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InstanceBuilder& add_extension (const char* extension_name);
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bool check_and_add_layer (const char* layer_name);
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bool check_and_add_extension (const char* extension_name);
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// Loads the specified layer if it is available.
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InstanceBuilder& check_and_add_layer (const char* layer_name);
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// Adds a layer to be enabled. Will fail to create an instance if the layer isn't available.
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InstanceBuilder& must_enable_layer (const char* layer_name);
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// Enables the specified extension if it is avaiable.
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InstanceBuilder& check_and_add_extension (const char* extension_name);
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// Adds an extension to be enabled. Will fail to create an instance if the extension isn't available.
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InstanceBuilder& must_enable_extension (const char* extension_name);
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InstanceBuilder& setup_validation_layers (bool enable_validation = true);
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// Headless Mode does not load the required extensions for presentation. Defaults to false.
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InstanceBuilder& set_headless (bool headless = false);
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// Checks if the validation layers are available and loads them if they are.
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InstanceBuilder& check_and_setup_validation_layers (bool enable_validation = true);
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// Enables the validation layers. Will fail to create an instance if the validation layers aren't available.
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InstanceBuilder& must_enable_validation_layers (bool enable_validation = true);
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bool check_and_setup_validation_layers (bool enable_validation = true);
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// Use a default debug callback that prints to standard out.
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InstanceBuilder& set_default_debug_messenger ();
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// Provide a user defined debug callback.
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InstanceBuilder& set_debug_callback (PFN_vkDebugUtilsMessengerCallbackEXT callback);
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// Set what message severity is needed to trigger the callback.
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InstanceBuilder& set_debug_messenger_severity (VkDebugUtilsMessageSeverityFlagsEXT severity);
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// Add a message severity to the list that triggers the callback.
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InstanceBuilder& add_debug_messenger_severity (VkDebugUtilsMessageSeverityFlagsEXT severity);
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// Set what message type triggers the callback.
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InstanceBuilder& set_debug_messenger_type (VkDebugUtilsMessageTypeFlagsEXT type);
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// Add a message type to the list of that triggers the callback.
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InstanceBuilder& add_debug_messenger_type (VkDebugUtilsMessageTypeFlagsEXT type);
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// Disable some validation checks.
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// Checks: All, and Shaders
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InstanceBuilder& add_validation_disable (VkValidationCheckEXT check);
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InstanceBuilder& add_validation_feature_enable (VkValidationFeatureEnableEXT enable);
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// Enables optional parts of the validation layers.
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// Parts: best practices, gpu assisted, and gpu assisted reserve binding slot.
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InstanceBuilder& add_validation_feature_enable (VkValidationFeatureEnableEXT enable);
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// Disables sections of the validation layers.
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// Options: All, shaders, thread safety, api parameters, object lifetimes, core checks, and unique handles.
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InstanceBuilder& add_validation_feature_disable (VkValidationFeatureDisableEXT disable);
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private:
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@ -192,10 +216,10 @@ class InstanceBuilder {
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bool headless_context = false;
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} info;
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struct SystemInfo {
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std::vector<VkLayerProperties> available_layers;
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struct SystemInfo {
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std::vector<VkLayerProperties> available_layers;
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std::vector<VkExtensionProperties> available_extensions;
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} system;
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} system;
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};
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const char* to_string_message_severity (VkDebugUtilsMessageSeverityFlagBitsEXT s);
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@ -237,36 +261,53 @@ struct PhysicalDevice {
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friend class DeviceBuilder;
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};
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enum class PreferredDeviceType { discrete, integrated, virtual_gpu, cpu, dont_care };
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struct PhysicalDeviceSelector {
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public:
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// Requires a vkb::Instance to construct, needed to pass instance creation info.
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PhysicalDeviceSelector (Instance const& instance);
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detail::Expected<PhysicalDevice, detail::Error<PhysicalDeviceError>> select ();
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// Set the surface in which the physical device should render to.
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PhysicalDeviceSelector& set_surface (VkSurfaceKHR instance);
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enum PreferredDeviceType { discrete, integrated, virtual_gpu, cpu, dont_care };
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// Set the desired physical device type to select. Defaults to PreferredDeviceType::discrete.
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PhysicalDeviceSelector& prefer_gpu_device_type (PreferredDeviceType type = PreferredDeviceType::discrete);
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PhysicalDeviceSelector& allow_fallback_gpu (bool fallback = true);
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// Allow fallback to a device type that isn't the preferred physical device type. Defaults to true.
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PhysicalDeviceSelector& allow_fallback_gpu (bool fallback = true);
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// Require that a physical device supports presentation. Defaults to true.
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PhysicalDeviceSelector& require_present (bool require = true);
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PhysicalDeviceSelector& require_dedicated_transfer_queue ();
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// Require a queue family that supports compute operations but not graphics nor transfer.
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PhysicalDeviceSelector& require_dedicated_compute_queue ();
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// Require a queue family that supports transfer operations but not graphics nor compute.
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PhysicalDeviceSelector& require_dedicated_transfer_queue ();
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// Require a memory heap from VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT with `size` memory available.
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PhysicalDeviceSelector& required_device_memory_size (VkDeviceSize size);
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// Prefer a memory heap from VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT with `size` memory available.
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PhysicalDeviceSelector& desired_device_memory_size (VkDeviceSize size);
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// Require a physical device which supports a specific extension.
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PhysicalDeviceSelector& add_required_extension (const char* extension);
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// Require a physical device which supports a set of extensions.
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PhysicalDeviceSelector& add_required_extensions (std::vector<const char*> extensions);
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// Prefer a physical device which supports a specific extension.
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PhysicalDeviceSelector& add_desired_extension (const char* extension);
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// Prefer a physical device which supports a set of extensions.
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PhysicalDeviceSelector& add_desired_extensions (std::vector<const char*> extensions);
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// Prefer a physical device that supports a (major, minor) version of vulkan.
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PhysicalDeviceSelector& set_desired_version (uint32_t major, uint32_t minor);
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// Require a physical device that supports a (major, minor) version of vulkan. Default is Vulkan 1.0.
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PhysicalDeviceSelector& set_minimum_version (uint32_t major = 1, uint32_t minor = 0);
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// Require a physical device which supports the features in VkPhysicalDeviceFeatures.
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PhysicalDeviceSelector& set_required_features (VkPhysicalDeviceFeatures features);
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// Ignore all criteria and choose the first physical device that is available.
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// Only use when: The first gpu in the list may be set by global user preferences and an application may wish to respect it.
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PhysicalDeviceSelector& select_first_device_unconditionally (bool unconditionally = true);
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private:
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@ -339,14 +380,19 @@ class DeviceBuilder {
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detail::Expected<Device, detail::Error<DeviceError>> build ();
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template <typename T> DeviceBuilder& add_pNext (T* structure);
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// Require a queue family that supports compute operations but not graphics nor transfer.
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DeviceBuilder& request_dedicated_compute_queue (bool compute = true);
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// Require a queue family that supports transfer operations but not graphics nor compute.
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DeviceBuilder& request_dedicated_transfer_queue (bool transfer = true);
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/* For advanced users */
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// For Advanced Users: specify the exact list of VkDeviceQueueCreateInfo's needed for the application.
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// If a custom queue setup is provided, getting the queues and queue indexes is up to the applicatoin.
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DeviceBuilder& custom_queue_setup (std::vector<CustomQueueDescription> queue_descriptions);
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// For Advanced Users: Add a structure to the pNext chain of VkDeviceCreateInfo.
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// The structure must be valid when DeviceBuilder::build() is called.
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template <typename T> DeviceBuilder& add_pNext (T* structure);
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private:
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struct DeviceInfo {
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VkDeviceCreateFlags flags = 0;
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@ -44,7 +44,7 @@ int test_instance_basic () {
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vkb::InstanceBuilder builder;
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auto instance_ret =
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builder.setup_validation_layers ()
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builder.check_and_setup_validation_layers ()
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.set_app_name ("test")
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.set_debug_callback ([] (VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
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VkDebugUtilsMessageTypeFlagsEXT messageType,
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@ -71,7 +71,7 @@ int test_instance_headless () {
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vkb::InstanceBuilder builder;
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auto instance_ret =
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builder.setup_validation_layers ()
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builder.check_and_setup_validation_layers ()
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.set_headless ()
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.set_app_version (4, 5, 6)
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.set_app_name ("headless")
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