Added Vulkan device class that encapsulates access to the physical and logical device and includes common functions
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3 changed files with 183 additions and 40 deletions
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@ -36,6 +36,7 @@
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#include "vulkantools.h"
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#include "vulkandebug.h"
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#include "vulkandevice.hpp"
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#include "vulkanswapchain.hpp"
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#include "vulkanTextureLoader.hpp"
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#include "vulkanMeshLoader.hpp"
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@ -60,7 +61,7 @@ private:
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bool enableValidation = false;
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// Set to true when the debug marker extension is detected
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bool enableDebugMarkers = false;
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// Set tot true if v-sync will be forced for the swapchain
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// Set to true if v-sync will be forced for the swapchain
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bool enableVSync = false;
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// Device features enabled by the example
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// If not set, no additional features are enabled (may result in validation layer errors)
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@ -69,8 +70,6 @@ private:
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float fpsTimer = 0.0f;
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// Create application wide Vulkan instance
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VkResult createInstance(bool enableValidation);
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// Create logical Vulkan device based on physical device
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VkResult createDevice(VkDeviceQueueCreateInfo requestedQueues, bool enableValidation);
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// Get window title with example name, device, et.
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std::string getWindowTitle();
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// Destination dimensions for resizing the window
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@ -94,8 +93,11 @@ protected:
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VkPhysicalDeviceFeatures deviceFeatures;
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// Stores all available memory (type) properties for the physical device
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VkPhysicalDeviceMemoryProperties deviceMemoryProperties;
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// Logical device, application's view of the physical device (GPU)
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/** @brief Logical device, application's view of the physical device (GPU) */
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// todo: getter? should always point to VulkanDevice->device
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VkDevice device;
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/** @brief Encapsulated physical and logical vulkan device */
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vk::VulkanDevice vulkanDevice;
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// Handle to the device graphics queue that command buffers are submitted to
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VkQueue queue;
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// Color buffer format
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