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Redid example code in readme to be more legible
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35
README.md
35
README.md
@ -22,47 +22,46 @@ It also adds several conveniences for:
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#include "VkBootstrap.h"
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void init_vulkan()
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{
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void init_vulkan () {
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vkb::InstanceBuilder builder;
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builder.request_validation_layers()
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.set_app_name ("Example Vulkan Application")
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.use_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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auto inst_ret = builder.set_app_name ("Example Vulkan Application")
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.request_validation_layers ()
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.use_default_debug_messenger ()
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.build ();
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if (!inst_ret) {
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// error
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}
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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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vkb::PhysicalDeviceSelector selector{ vkb_inst };
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auto phys_ret = selector.set_surface (/* from user created window*/)
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.set_minimum_version (1, 1) // require a vulkan 1.1 capable device
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.require_dedicated_transfer_queue();
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auto phys_ret = selector.select ();
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if (!phys_ret.has_value()) {
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.require_dedicated_transfer_queue ()
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.select ();
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if (!phys_ret) {
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// error
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}
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vkb::DeviceBuilder device_builder{ phys_ret.value () };
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// 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.has_value()){
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if (!dev_ret) {
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// error
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}
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vkb::Device dev = dev_ret.value();
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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 = dev.device;
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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 = dev.get_queue(vkb::QueueType::graphics);
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if (!graphics_queue_ret.has_value()){
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auto graphics_queue_ret = vkb_device.get_queue (vkb::QueueType::graphics);
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if (!graphics_queue_ret) {
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// error
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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.
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