lawfulgood/doc/doc.cpp
tavo-wasd 4661419ac4 init
2023-10-16 22:45:34 -06:00

452 lines
15 KiB
C++

/*
* 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 <GLFW/glfw3.h>
#include <iostream>
#include <stdexcept>
#include <vector>
#include <cstring>
#include <cstdlib>
#include <optional>
#include <set>
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<const char*> 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<uint32_t> graphicsFamily;
std::optional<uint32_t> 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<uint32_t>(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<uint32_t>(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<VkPhysicalDevice> 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<VkDeviceQueueCreateInfo> queueCreateInfos;
std::set<uint32_t> 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<uint32_t>(queueCreateInfos.size());
createInfo.pQueueCreateInfos = queueCreateInfos.data();
createInfo.pEnabledFeatures = &deviceFeatures;
createInfo.enabledExtensionCount = 0;
if (enableValidationLayers) {
createInfo.enabledLayerCount = static_cast<uint32_t>(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<VkQueueFamilyProperties> 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<const char*> 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<const char*> 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<VkLayerProperties> 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;
}