Android changes (#1194)

* Update to latest MacOS image

* Minor android cleanup

Removed no longer required std functionality
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Sascha Willems 2025-02-28 18:02:15 +01:00 committed by GitHub
parent 495a135c64
commit 42fc44114a
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5 changed files with 20 additions and 32 deletions

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@ -6,7 +6,7 @@
* Contrary to the other examples, this one won't make use of helper functions or initializers
* Except in a few cases (swap chain setup e.g.)
*
* Copyright (C) 2016-2024 by Sascha Willems - www.saschawillems.de
* Copyright (C) 2016-2025 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
@ -126,7 +126,7 @@ public:
// Values not set here are initialized in the base class constructor
}
~VulkanExample()
~VulkanExample() override
{
// Clean up used Vulkan resources
// Note: Inherited destructor cleans up resources stored in base class
@ -452,7 +452,7 @@ public:
// Create the depth (and stencil) buffer attachments used by our framebuffers
// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
void setupDepthStencil()
void setupDepthStencil() override
{
// Create an optimal image used as the depth stencil attachment
VkImageCreateInfo imageCI{};
@ -502,7 +502,7 @@ public:
// Create a frame buffer for each swap chain image
// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
void setupFrameBuffer()
void setupFrameBuffer() override
{
// Create a frame buffer for every image in the swapchain
frameBuffers.resize(swapChain.images.size());
@ -533,7 +533,7 @@ public:
// This allows the driver to know up-front what the rendering will look like and is a good opportunity to optimize especially on tile-based renderers (with multiple subpasses)
// Using sub pass dependencies also adds implicit layout transitions for the attachment used, so we don't need to add explicit image memory barriers to transform them
// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
void setupRenderPass()
void setupRenderPass() override
{
// This example will use a single render pass with one subpass
@ -622,7 +622,7 @@ public:
// Vulkan loads its shaders from an immediate binary representation called SPIR-V
// Shaders are compiled offline from e.g. GLSL using the reference glslang compiler
// This function loads such a shader from a binary file and returns a shader module structure
VkShaderModule loadSPIRVShader(std::string filename)
VkShaderModule loadSPIRVShader(const std::string& filename)
{
size_t shaderSize;
char* shaderCode{ nullptr };
@ -886,7 +886,7 @@ public:
}
void prepare()
void prepare() override
{
VulkanExampleBase::prepare();
createSynchronizationPrimitives();
@ -900,7 +900,7 @@ public:
prepared = true;
}
virtual void render()
void render() override
{
if (!prepared)
return;