Refactor RAII-samples to use std::unique_ptr only if needed.

This commit is contained in:
asuessenbach
2021-06-21 11:32:43 +02:00
parent da2ecae452
commit 69e8e5bf84
52 changed files with 2171 additions and 2437 deletions

View File

@@ -28,18 +28,17 @@ int main( int /*argc*/, char ** /*argv*/ )
{
try
{
std::unique_ptr<vk::raii::Context> context = vk::raii::su::make_unique<vk::raii::Context>();
std::unique_ptr<vk::raii::Instance> instance =
vk::raii::su::makeUniqueInstance( *context, AppName, EngineName, {}, vk::su::getInstanceExtensions() );
vk::raii::Context context;
vk::raii::Instance instance =
vk::raii::su::makeInstance( context, AppName, EngineName, {}, vk::su::getInstanceExtensions() );
#if !defined( NDEBUG )
std::unique_ptr<vk::raii::DebugUtilsMessengerEXT> debugUtilsMessenger =
vk::raii::su::makeUniqueDebugUtilsMessengerEXT( *instance );
vk::raii::DebugUtilsMessengerEXT debugUtilsMessenger( instance, vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
#endif
std::unique_ptr<vk::raii::PhysicalDevice> physicalDevice = vk::raii::su::makeUniquePhysicalDevice( *instance );
uint32_t graphicsQueueFamilyIndex =
vk::su::findGraphicsQueueFamilyIndex( physicalDevice->getQueueFamilyProperties() );
std::unique_ptr<vk::raii::Device> device =
vk::raii::su::makeUniqueDevice( *physicalDevice, graphicsQueueFamilyIndex );
vk::raii::PhysicalDevice physicalDevice = std::move( vk::raii::PhysicalDevices( instance ).front() );
uint32_t graphicsQueueFamilyIndex =
vk::su::findGraphicsQueueFamilyIndex( physicalDevice.getQueueFamilyProperties() );
vk::raii::Device device = vk::raii::su::makeDevice( physicalDevice, graphicsQueueFamilyIndex );
/* VULKAN_HPP_KEY_START */
@@ -49,17 +48,15 @@ int main( int /*argc*/, char ** /*argv*/ )
bool ok = vk::su::GLSLtoSPV( vk::ShaderStageFlagBits::eVertex, vertexShaderText_PC_C, vertexShaderSPV );
assert( ok );
vk::ShaderModuleCreateInfo vertexShaderModuleCreateInfo( {}, vertexShaderSPV );
std::unique_ptr<vk::raii::ShaderModule> vertexShaderModule =
vk::raii::su::make_unique<vk::raii::ShaderModule>( *device, vertexShaderModuleCreateInfo );
vk::ShaderModuleCreateInfo vertexShaderModuleCreateInfo( {}, vertexShaderSPV );
vk::raii::ShaderModule vertexShaderModule( device, vertexShaderModuleCreateInfo );
std::vector<unsigned int> fragmentShaderSPV;
ok = vk::su::GLSLtoSPV( vk::ShaderStageFlagBits::eFragment, fragmentShaderText_C_C, fragmentShaderSPV );
assert( ok );
vk::ShaderModuleCreateInfo fragmentShaderModuleCreateInfo( {}, fragmentShaderSPV );
std::unique_ptr<vk::raii::ShaderModule> fragmentShaderModule =
vk::raii::su::make_unique<vk::raii::ShaderModule>( *device, fragmentShaderModuleCreateInfo );
vk::ShaderModuleCreateInfo fragmentShaderModuleCreateInfo( {}, fragmentShaderSPV );
vk::raii::ShaderModule fragmentShaderModule( device, fragmentShaderModuleCreateInfo );
glslang::FinalizeProcess();