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This lets applications see all the devices which meet a set of requirements then pick whichever of these devices is most appropriate for them. The intent is for applications that want to find all the suitable devices and let the user of the application pick the physical device from a list. |
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.github/workflows | ||
docs | ||
example | ||
ext | ||
gen | ||
script | ||
src | ||
tests | ||
.clang-format | ||
.gitignore | ||
CMakeLists.txt | ||
LICENSE.txt | ||
README.md |
vk-bootstrap
A utility library that jump starts initialization of Vulkan
This library simplifies the tedious process of:
- Instance creation
- Physical Device selection
- Device creation
- Getting queues
- Swapchain creation
It also adds several conveniences for:
- Enabling validation layers
- 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
Read the Getting Started guide for a quick start on using vk-bootstrap
Basic Usage
#include "VkBootstrap.h"
bool init_vulkan () {
vkb::InstanceBuilder builder;
auto inst_ret = builder.set_app_name ("Example Vulkan Application")
.request_validation_layers ()
.use_default_debug_messenger ()
.build ();
if (!inst_ret) {
std::cerr << "Failed to create Vulkan instance. Error: " << inst_ret.error().message() << "\n";
return false;
}
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) {
std::cerr << "Failed to select Vulkan Physical Device. Error: " << phys_ret.error().message() << "\n";
return false;
}
vkb::DeviceBuilder device_builder{ phys_ret.value () };
// automatically propagate needed data from instance & physical device
auto dev_ret = device_builder.build ();
if (!dev_ret) {
std::cerr << "Failed to create Vulkan device. Error: " << dev_ret.error().message() << "\n";
return false;
}
vkb::Device vkb_device = dev_ret.value ();
// Get the VkDevice handle used in the rest of a vulkan application
VkDevice device = vkb_device.device;
// Get the graphics queue with a helper function
auto graphics_queue_ret = vkb_device.get_queue (vkb::QueueType::graphics);
if (!graphics_queue_ret) {
std::cerr << "Failed to get graphics queue. Error: " << graphics_queue_ret.error().message() << "\n";
return false;
}
VkQueue graphics_queue = graphics_queue_ret.value ();
// Turned 400-500 lines of boilerplate into less than fifty.
return true;
}
See example/triangle.cpp
for an example that renders a triangle to the screen.
Setting up vk-bootstrap
This library has no external dependencies beyond C++14, its standard library, and the Vulkan Headers.
Note: on Unix platforms, vk-bootstrap
will require the dynamic linker in order to compile as the library doesn't link against vulkan-1.dll
/libvulkan.so
directly.
Copy-Paste
Copy the src/VkBootstrap.h
and src/VkBootstrap.cpp
files into your project, include them into your build, then compile as you normally would.
vk-bootstrap
is not a header only library, so no need to worry about macros in the header.
Linux specific
vk-bootstrap will load the required symbols at runtime, which requires that the application is linked to the system dynamic link.
How the dynamic linker is linked into the project depends on the build system in question.
If CMake is being used, link vk-bootstrap with ${CMAKE_DL_LIBS}
.
git-submodule + CMake
Add this project as a git-submodule into the root directory. Suggested is using a subdirectory to hold all submodules.
git submodule add https://github.com/charles-lunarg/vk-bootstrap
With CMake, add the subdirectory to include the project
add_subdirectory(vk-bootstrap)
Then use target_link_libraries
to use the library in whichever target needs it.
target_link_libraries(your_application_name vk-bootstrap::vk-bootstrap)
CMake Fetch Content
If cmake 3.12 is available, use the FetchContent capability of cmake to directly download and build the library for you.
include(FetchContent)
FetchContent_Declare(
fetch_vk_bootstrap
GIT_REPOSITORY https://github.com/charles-lunarg/vk-bootstrap
GIT_TAG BRANCH_OR_TAG #suggest using a tag so the library doesn't update whenever new commits are pushed to a branch
)
FetchContent_MakeAvailable(fetch_vk_bootstrap)
target_link_libraries(your_application_name vk-bootstrap::vk-bootstrap)
Manually Building
git clone https://github.com/charles-lunarg/vk-bootstrap
cd vk-bootstrap
mkdir build
cd build
cmake ..
Vulkan-Headers dependency
By default, when using vk-bootstrap through CMake, it will attempt to locate the Vulkan-Headers on the system and fall back to downloading them directly if they aren't present. If the VK_BOOTSTRAP_VULKAN_HEADER_DIR
option is specified, it will use that directory instead.
Testing
Tests will be enabled if you open this project standalone. If you include this project as a subdirectory or sub-project, you can force enable tests by setting the option VK_BOOTSTRAP_TEST
to ON
. Testing requires GLFW and Catch2 but are acquired automatically using cmake fetch content.
cmake ../path/to/your_project/ -DVK_BOOTSTRAP_TEST=ON
Build Options
Name | Type | Default Value | Description |
---|---|---|---|
VK_BOOTSTRAP_WERROR |
bool | OFF |
Enable warnings as errors during compilation. |
VK_BOOTSTRAP_TEST |
bool | OFF |
Enable building of the tests in this project. Will download GLFW and Catch2 automatically if enabled. |
VK_BOOTSTRAP_VULKAN_HEADER_DIR |
string | "" |
Optional. Specify the directory that contains the Vulkan Headers. Useful if you are downloading the headers manually and don't want vk-bootstrap to download them itself. |