Introduce raii-compliant handle wrapper classes.
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84
RAII_Samples/11_InitShaders/11_InitShaders.cpp
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84
RAII_Samples/11_InitShaders/11_InitShaders.cpp
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// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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// VulkanHpp Samples : 11_InitShaders
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// Initialize vertex and fragment shaders
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#include "../utils/shaders.hpp"
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#include "../utils/utils.hpp"
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#include "SPIRV/GlslangToSpv.h"
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#include <iostream>
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static char const * AppName = "11_InitShaders";
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static char const * EngineName = "Vulkan.hpp";
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int main( int /*argc*/, char ** /*argv*/ )
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{
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try
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{
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std::unique_ptr<vk::raii::Context> context = vk::raii::su::make_unique<vk::raii::Context>();
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std::unique_ptr<vk::raii::Instance> instance =
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vk::raii::su::makeUniqueInstance( *context, AppName, EngineName, {}, vk::su::getInstanceExtensions() );
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#if !defined( NDEBUG )
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std::unique_ptr<vk::raii::DebugUtilsMessengerEXT> debugUtilsMessenger =
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vk::raii::su::makeUniqueDebugUtilsMessengerEXT( *instance );
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#endif
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std::unique_ptr<vk::raii::PhysicalDevice> physicalDevice = vk::raii::su::makeUniquePhysicalDevice( *instance );
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uint32_t graphicsQueueFamilyIndex =
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vk::su::findGraphicsQueueFamilyIndex( physicalDevice->getQueueFamilyProperties() );
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std::unique_ptr<vk::raii::Device> device =
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vk::raii::su::makeUniqueDevice( *physicalDevice, graphicsQueueFamilyIndex );
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/* VULKAN_HPP_KEY_START */
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glslang::InitializeProcess();
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std::vector<unsigned int> vertexShaderSPV;
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bool ok = vk::su::GLSLtoSPV( vk::ShaderStageFlagBits::eVertex, vertexShaderText_PC_C, vertexShaderSPV );
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assert( ok );
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vk::ShaderModuleCreateInfo vertexShaderModuleCreateInfo( {}, vertexShaderSPV );
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std::unique_ptr<vk::raii::ShaderModule> vertexShaderModule =
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vk::raii::su::make_unique<vk::raii::ShaderModule>( *device, vertexShaderModuleCreateInfo );
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std::vector<unsigned int> fragmentShaderSPV;
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ok = vk::su::GLSLtoSPV( vk::ShaderStageFlagBits::eFragment, fragmentShaderText_C_C, fragmentShaderSPV );
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assert( ok );
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vk::ShaderModuleCreateInfo fragmentShaderModuleCreateInfo( {}, fragmentShaderSPV );
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std::unique_ptr<vk::raii::ShaderModule> fragmentShaderModule =
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vk::raii::su::make_unique<vk::raii::ShaderModule>( *device, fragmentShaderModuleCreateInfo );
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glslang::FinalizeProcess();
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/* VULKAN_HPP_KEY_END */
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}
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catch ( vk::SystemError & err )
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{
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std::cout << "vk::SystemError: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( std::exception & err )
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{
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std::cout << "std::exception: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( ... )
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{
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std::cout << "unknown error\n";
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exit( -1 );
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}
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return 0;
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}
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