/* * GLFW_INCLUDE_VULKAN will include its own definitions and * automatically load the Vulkan header with it. * * The stdexcept and iostream headers are included for reporting and * propagating errors. The cstdlib header provides the EXIT_SUCCESS * and EXIT_FAILURE macros. */ #define GLFW_INCLUDE_VULKAN #include #include #include #include #include #include #include #include const uint32_t WIDTH = 800; const uint32_t HEIGHT = 600; /* * All of the useful standard validation is bundled into a layer * included in the SDK that is known as VK_LAYER_KHRONOS_validation. */ const std::vector validationLayers = { "VK_LAYER_KHRONOS_validation" }; /* * The NDEBUG macro is part of the C++ standard and means "not debug". * Base that value on whether the program is being compiled in debug * mode or not. */ #ifdef NDEBUG const bool enableValidationLayers = false; #else const bool enableValidationLayers = true; #endif /* * Proxy function that handles looks up the address of * VkDebugUtilsMessengerEXT using vkGetInstanceProcAddr. */ VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkDebugUtilsMessengerEXT* pDebugMessenger) { auto func = (PFN_vkCreateDebugUtilsMessengerEXT) vkGetInstanceProcAddr(instance, "vkCreateDebugUtilsMessengerEXT"); if (func != nullptr) { return func(instance, pCreateInfo, pAllocator, pDebugMessenger); } else { return VK_ERROR_EXTENSION_NOT_PRESENT; } } /* * Proxy function that handles cleaning up the * VkDebugUtilsMessengerEXT object. */ void DestroyDebugUtilsMessengerEXT(VkInstance instance, VkDebugUtilsMessengerEXT debugMessenger, const VkAllocationCallbacks* pAllocator) { auto func = (PFN_vkDestroyDebugUtilsMessengerEXT) vkGetInstanceProcAddr(instance, "vkDestroyDebugUtilsMessengerEXT"); if (func != nullptr) { func(instance, debugMessenger, pAllocator); } } /* * It has been briefly touched upon before that almost every operation in Vulkan, * anything from drawing to uploading textures, requires commands to be submitted * to a queue. There are different types of queues that originate from different * queue families and each family of queues allows only a subset of commands. * For example, there could be a queue family that only allows processing of compute * commands or one that only allows memory transfer related commands. * We need to check which queue families are supported by the device and which * one of these supports the commands that we want to use. For that purpose we'll * add a new function findQueueFamilies that looks for all the queue families * we need. */ struct QueueFamilyIndices { /* * std::optional is a wrapper that contains no value until you assign something * to it. At any point you can query if it contains a value or not by calling * its has_value() member function. */ std::optional graphicsFamily; std::optional presentFamily; bool isComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; /* * The program itself is wrapped into a class where we'll store the * Vulkan objects as private class members and add functions to * initiate each of them, which will be called from the initVulkan * function. */ class Application { public: void run() { initWindow(); initVulkan(); mainLoop(); cleanup(); } private: GLFWwindow* window; // Member to store a reference to it and initialize the window VkInstance instance; // Data member to hold the handle to the instance VkDebugUtilsMessengerEXT debugMessenger; VkSurfaceKHR surface; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device; VkQueue graphicsQueue; // Class member to store a handle to the graphics queue VkQueue presentQueue; void initWindow() { glfwInit(); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); window = glfwCreateWindow( WIDTH, HEIGHT, "@@@ Window Name", nullptr, nullptr ); } void initVulkan() { createInstance(); setupDebugMessenger(); createSurface(); pickPhysicalDevice(); createLogicalDevice(); } void mainLoop() { while (!glfwWindowShouldClose(window)) { glfwPollEvents(); } } /* * Once the window is closed and mainLoop returns, * we'll make sure to deallocate the resources. */ void cleanup() { vkDestroyDevice(device, nullptr); // Destroy logical device if (enableValidationLayers) { DestroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr); } vkDestroySurfaceKHR(instance, surface, nullptr); vkDestroyInstance(instance, nullptr); glfwDestroyWindow(window); glfwTerminate(); } void createInstance() { if (enableValidationLayers && !checkValidationLayerSupport()) { throw std::runtime_error("validation layers requested, but not available!"); } /* * Struct with some information about our application. This data is technically * optional, but it may provide some useful information to the driver in order * to optimize our specific application (e.g. because it uses a well-known * graphics engine with certain special behavior). */ VkApplicationInfo gameInfo{}; gameInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO; gameInfo.pApplicationName = "@@@ Application Name"; gameInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0); gameInfo.pEngineName = "No Engine"; gameInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0); gameInfo.apiVersion = VK_API_VERSION_1_0; VkInstanceCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; createInfo.pApplicationInfo = &gameInfo; auto extensions = getRequiredExtensions(); createInfo.enabledExtensionCount = static_cast(extensions.size()); createInfo.ppEnabledExtensionNames = extensions.data(); /* * If the check was successful then vkCreateInstance should not ever return * a VK_ERROR_LAYER_NOT_PRESENT error. */ VkDebugUtilsMessengerCreateInfoEXT debugCreateInfo{}; if (enableValidationLayers) { createInfo.enabledLayerCount = static_cast(validationLayers.size()); createInfo.ppEnabledLayerNames = validationLayers.data(); populateDebugMessengerCreateInfo(debugCreateInfo); createInfo.pNext = (VkDebugUtilsMessengerCreateInfoEXT*) &debugCreateInfo; } else { createInfo.enabledLayerCount = 0; createInfo.pNext = nullptr; } if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) { throw std::runtime_error("failed to create instance!"); } } /* * This struct should be passed to the vkCreateDebugUtilsMessengerEXT * function to create the VkDebugUtilsMessengerEXT object. Unfortunately, * because this function is an extension function, it is not automatically * loaded. We use a proxy function, VkResult. */ void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo) { createInfo = {}; createInfo.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT; createInfo.messageSeverity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT; createInfo.messageType = VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT; createInfo.pfnUserCallback = debugCallback; } void setupDebugMessenger() { if (!enableValidationLayers) return; VkDebugUtilsMessengerCreateInfoEXT createInfo; populateDebugMessengerCreateInfo(createInfo); if (CreateDebugUtilsMessengerEXT(instance, &createInfo, nullptr, &debugMessenger) != VK_SUCCESS) { throw std::runtime_error("failed to set up debug messenger!"); } } void createSurface() { if (glfwCreateWindowSurface(instance, window, nullptr, &surface) != VK_SUCCESS) { throw std::runtime_error("failed to create window surface!"); } } /* * Select a physical device */ void pickPhysicalDevice() { uint32_t deviceCount = 0; vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr); if (deviceCount == 0) { throw std::runtime_error("failed to find GPUs with Vulkan support!"); } std::vector devices(deviceCount); vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data()); for (const auto& device : devices) { if (isDeviceSuitable(device)) { physicalDevice = device; break; } } /* * Check if any of the physical devices meet the requirements */ if (physicalDevice == VK_NULL_HANDLE) { throw std::runtime_error("failed to find a suitable GPU!"); } } /* * Check if any of the physical devices meet the requirements */ void createLogicalDevice() { QueueFamilyIndices indices = findQueueFamilies(physicalDevice); std::vector queueCreateInfos; std::set uniqueQueueFamilies = {indices.graphicsFamily.value(), indices.presentFamily.value()}; float queuePriority = 1.0f; for (uint32_t queueFamily : uniqueQueueFamilies) { VkDeviceQueueCreateInfo queueCreateInfo{}; queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; queueCreateInfo.queueFamilyIndex = queueFamily; queueCreateInfo.queueCount = 1; queueCreateInfo.pQueuePriorities = &queuePriority; queueCreateInfos.push_back(queueCreateInfo); } VkPhysicalDeviceFeatures deviceFeatures{}; VkDeviceCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; createInfo.queueCreateInfoCount = static_cast(queueCreateInfos.size()); createInfo.pQueueCreateInfos = queueCreateInfos.data(); createInfo.pEnabledFeatures = &deviceFeatures; createInfo.enabledExtensionCount = 0; if (enableValidationLayers) { createInfo.enabledLayerCount = static_cast(validationLayers.size()); createInfo.ppEnabledLayerNames = validationLayers.data(); } else { createInfo.enabledLayerCount = 0; } if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) { throw std::runtime_error("failed to create logical device!"); } vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue); vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue); } bool isDeviceSuitable(VkPhysicalDevice device) { QueueFamilyIndices indices = findQueueFamilies(device); return indices.isComplete(); } QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) { QueueFamilyIndices indices; uint32_t queueFamilyCount = 0; vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr); std::vector queueFamilies(queueFamilyCount); vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data()); int i = 0; for (const auto& queueFamily : queueFamilies) { if (queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) { indices.graphicsFamily = i; } VkBool32 presentSupport = false; vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, &presentSupport); if (presentSupport) { indices.presentFamily = i; } if (indices.isComplete()) { break; } i++; } return indices; } std::vector getRequiredExtensions() { /* * Vulkan is a platform agnostic API, which means that you need * an extension to interface with the window system. GLFW has a * handy built-in function that returns the extension(s) it needs * to do that. */ uint32_t glfwExtensionCount = 0; const char** glfwExtensions; glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount); std::vector extensions(glfwExtensions, glfwExtensions + glfwExtensionCount); if (enableValidationLayers) { extensions.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME); } return extensions; } /* * checkValidationLayerSupport checks if all of the requested layers * are available. First list all of the available layers using the * vkEnumerateInstanceLayerProperties function. */ bool checkValidationLayerSupport() { uint32_t layerCount; vkEnumerateInstanceLayerProperties(&layerCount, nullptr); std::vector availableLayers(layerCount); vkEnumerateInstanceLayerProperties(&layerCount, availableLayers.data()); /* * Check if all of the layers in validationLayers exist in the * availableLayers list. */ for (const char* layerName : validationLayers) { bool layerFound = false; for (const auto& layerProperties : availableLayers) { if (strcmp(layerName, layerProperties.layerName) == 0) { layerFound = true; break; } } if (!layerFound) { return false; } } return true; } static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageType, const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData, void* pUserData) { std::cerr << "validation layer: " << pCallbackData->pMessage << std::endl; return VK_FALSE; } }; /* * Enter the main loop to start rendering frames. We'll fill in * the mainLoop function to include a loop that iterates until * the window is closed. */ int main() { Application game; try { game.run(); } catch (const std::exception& e) { std::cerr << e.what() << std::endl; return EXIT_FAILURE; } return EXIT_SUCCESS; }