85 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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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