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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@ -117,7 +117,7 @@ public:
deviceCreatepNextChain = &enabledFeatures;
}
~VulkanExample()
~VulkanExample() override
{
// Clean up used Vulkan resources
// Note: Inherited destructor cleans up resources stored in base class
@ -381,7 +381,7 @@ public:
// Create the depth (and stencil) buffer attachments
// While we don't do any depth testing in this sample, having depth testing is very common so it's a good idea to learn it from the very start
void setupDepthStencil()
void setupDepthStencil() override
{
// Create an optimal tiled image used as the depth stencil attachment
VkImageCreateInfo imageCI{ VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
@ -428,7 +428,7 @@ 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 };
@ -661,7 +661,7 @@ public:
}
void prepare()
void prepare() override
{
VulkanExampleBase::prepare();
createSynchronizationPrimitives();
@ -673,7 +673,7 @@ public:
prepared = true;
}
virtual void render() override
void render() override
{
// Use a fence to wait until the command buffer has finished execution before using it again
vkWaitForFences(device, 1, &waitFences[currentFrame], VK_TRUE, UINT64_MAX);