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e2a09c9b35
Add info on how to use vk-bootstrap with FetchContent Detail needing to link to the dynamic linker on unix platforms.
144 lines
4.6 KiB
Markdown
144 lines
4.6 KiB
Markdown
# `vk-bootstrap`
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A utility library that jump starts initialization of Vulkan
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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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* Device creation
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* Getting queues
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* 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
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* Enabling extensions on a physical device
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* 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`
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## Basic Usage
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```cpp
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#include "VkBootstrap.h"
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bool init_vulkan () {
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vkb::InstanceBuilder builder;
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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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printf("Failed to create Vulkan instance. Cause %s\n",
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instance_builder_return.error().message());
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return false;
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}
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vkb::Instance vkb_inst = inst_ret.value ();
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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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.select ();
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if (!phys_ret) {
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printf("Failed to select Vulkan Physical Device. Cause %s\n",
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phys_ret.error().message());
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return false;
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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) {
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printf("Failed to create Vulkan device. Cause %s\n",
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dev_ret.error().message());
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return false;
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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);
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if (!graphics_queue_ret) {
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printf("Failed to get graphics queue. Cause %s\n",
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graphics_queue_ret.error().message());
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return false;
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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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return true;
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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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## Setting up `vk-bootstrap`
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This library has no external dependencies beyond C++11, its standard library, and the Vulkan Headers.
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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.
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### Copy-Paste
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Copy the `src/VkBootstrap.h` and `src/VkBootstrap.cpp` files into your project, include them into your build, then compile as you normally would.
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`vk-bootstrap` is *not* a header only library, so no need to worry about macros in the header.
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### git-submodule + CMake
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Add this project as a git-submodule into the root directory. Suggested is using a subdirectory to hold all submodules.
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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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With CMake, add the subdirectory to include the project
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```cmake
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add_subdirectory(vk-bootstrap)
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```
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Then use `target_link_libraries` to use the library in whichever target needs it.
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```cmake
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target_link_libraries(your_application_name vk-bootstrap)
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```
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### CMake Fetch Content
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If cmake 3.12 is available, use the FetchContent capability of cmake to directly download and build the library for you.
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```cmake
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FetchContent_Declare(
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fetch_vk_bootstrap
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GIT_REPOSITORY https://github.com/charles-lunarg/vk-bootstrap
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GIT_TAG BRANCH_OR_TAG #suggest using a tag so the library doesn't update whenever new commits are pushed to a branch
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)
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FetchContent_MakeAvailable(fetch_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
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git clone https://github.com/charles-lunarg/vk-bootstrap
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cd vk-bootstrap
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mkdir build
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cd build
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cmake ..
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```
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## Testing
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Testing requires GLFW and Catch2 but are acquired automatically using cmake fetch content.
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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`.
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```bash
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cmake ../path/to/your_project/ -DVK_BOOTSTRAP_TEST=ON
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```
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