Android changes (#1194)
* Update to latest MacOS image * Minor android cleanup Removed no longer required std functionality
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5 changed files with 20 additions and 32 deletions
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@ -6,7 +6,7 @@
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* Contrary to the other examples, this one won't make use of helper functions or initializers
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* Except in a few cases (swap chain setup e.g.)
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*
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* Copyright (C) 2016-2024 by Sascha Willems - www.saschawillems.de
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* Copyright (C) 2016-2025 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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@ -126,7 +126,7 @@ public:
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// Values not set here are initialized in the base class constructor
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}
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~VulkanExample()
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~VulkanExample() override
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{
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// Clean up used Vulkan resources
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// Note: Inherited destructor cleans up resources stored in base class
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@ -452,7 +452,7 @@ public:
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// Create the depth (and stencil) buffer attachments used by our framebuffers
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// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
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void setupDepthStencil()
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void setupDepthStencil() override
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{
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// Create an optimal image used as the depth stencil attachment
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VkImageCreateInfo imageCI{};
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@ -502,7 +502,7 @@ public:
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// Create a frame buffer for each swap chain image
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// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
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void setupFrameBuffer()
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void setupFrameBuffer() override
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{
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// Create a frame buffer for every image in the swapchain
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frameBuffers.resize(swapChain.images.size());
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@ -533,7 +533,7 @@ public:
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// 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)
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// 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
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// Note: Override of virtual function in the base class and called from within VulkanExampleBase::prepare
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void setupRenderPass()
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void setupRenderPass() override
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{
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// This example will use a single render pass with one subpass
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@ -622,7 +622,7 @@ public:
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// Vulkan loads its shaders from an immediate binary representation called SPIR-V
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// Shaders are compiled offline from e.g. GLSL using the reference glslang compiler
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// This function loads such a shader from a binary file and returns a shader module structure
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VkShaderModule loadSPIRVShader(std::string filename)
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VkShaderModule loadSPIRVShader(const std::string& filename)
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{
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size_t shaderSize;
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char* shaderCode{ nullptr };
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@ -886,7 +886,7 @@ public:
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}
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void prepare()
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void prepare() override
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{
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VulkanExampleBase::prepare();
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createSynchronizationPrimitives();
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@ -900,7 +900,7 @@ public:
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prepared = true;
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}
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virtual void render()
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void render() override
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{
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if (!prepared)
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return;
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