Refactor RAII-samples to use std::unique_ptr only if needed.
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@@ -28,18 +28,17 @@ 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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vk::raii::Context context;
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vk::raii::Instance instance =
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vk::raii::su::makeInstance( 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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vk::raii::DebugUtilsMessengerEXT debugUtilsMessenger( instance, vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
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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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vk::raii::PhysicalDevice physicalDevice = std::move( vk::raii::PhysicalDevices( instance ).front() );
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uint32_t graphicsQueueFamilyIndex =
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vk::su::findGraphicsQueueFamilyIndex( physicalDevice.getQueueFamilyProperties() );
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vk::raii::Device device = vk::raii::su::makeDevice( physicalDevice, graphicsQueueFamilyIndex );
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/* VULKAN_HPP_KEY_START */
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@@ -49,17 +48,15 @@ int main( int /*argc*/, char ** /*argv*/ )
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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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vk::ShaderModuleCreateInfo vertexShaderModuleCreateInfo( {}, vertexShaderSPV );
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vk::raii::ShaderModule vertexShaderModule( 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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vk::ShaderModuleCreateInfo fragmentShaderModuleCreateInfo( {}, fragmentShaderSPV );
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vk::raii::ShaderModule fragmentShaderModule( device, fragmentShaderModuleCreateInfo );
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glslang::FinalizeProcess();
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