Introduce raii-compliant handle wrapper classes.
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37
RAII_Samples/utils/CMakeLists.txt
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37
RAII_Samples/utils/CMakeLists.txt
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# Copyright(c) 2020, 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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cmake_minimum_required(VERSION 3.2)
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project(RAII_utils)
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set(HEADERS
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shaders.hpp
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utils.hpp
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)
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set(SOURCES
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)
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source_group(headers FILES ${HEADERS})
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source_group(sources FILES ${SOURCES})
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add_library(RAII_utils
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${SOURCES}
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${HEADERS}
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)
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target_link_libraries(RAII_utils PRIVATE utils)
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target_compile_definitions(RAII_utils PUBLIC VULKAN_HPP_DISPATCH_LOADER_DYNAMIC=1)
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41
RAII_Samples/utils/shaders.hpp
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41
RAII_Samples/utils/shaders.hpp
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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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#include "utils.hpp"
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#include "../../samples/utils/shaders.hpp"
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namespace vk
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{
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namespace raii
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{
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namespace su
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{
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template <typename Dispatcher = VULKAN_HPP_DEFAULT_DISPATCHER_TYPE>
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std::unique_ptr<vk::raii::ShaderModule> makeUniqueShaderModule( vk::raii::Device const & device,
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vk::ShaderStageFlagBits shaderStage,
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std::string const & shaderText )
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{
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std::vector<unsigned int> shaderSPV;
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if ( !vk::su::GLSLtoSPV( shaderStage, shaderText, shaderSPV ) )
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{
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throw std::runtime_error( "Could not convert glsl shader to spir-v -> terminating" );
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}
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return vk::raii::su::make_unique<vk::raii::ShaderModule>(
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device, vk::ShaderModuleCreateInfo( vk::ShaderModuleCreateFlags(), shaderSPV ) );
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}
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} // namespace su
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} // namespace raii
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} // namespace vk
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1053
RAII_Samples/utils/utils.hpp
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1053
RAII_Samples/utils/utils.hpp
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