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18 Creating a logical device with geometry shaders and graphics queue.cpp
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18 Creating a logical device with geometry shaders and graphics queue.cpp
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// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and / or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The below copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// Vulkan Cookbook
// ISBN: 9781786468154
// © Packt Publishing Limited
//
// Author: Pawel Lapinski
// LinkedIn: https://www.linkedin.com/in/pawel-lapinski-84522329
//
// Chapter: 01 Instance and Devices
// Recipe: 18 Creating a logical device with geometry shaders and graphics and compute queues
#include "01 Instance and Devices/10 Enumerating available physical devices.h"
#include "01 Instance and Devices/12 Getting features and properties of a physical device.h"
#include "01 Instance and Devices/14 Selecting index of a queue family with desired capabilities.h"
#include "01 Instance and Devices/15 Creating a logical device.h"
#include "01 Instance and Devices/16 Loading device-level functions.h"
#include "01 Instance and Devices/17 Getting a device queue.h"
namespace VulkanCookbook {
bool CreateLogicalDeviceWithGeometryShadersAndGraphicsAndComputeQueues( VkInstance instance,
VkDevice & logical_device,
VkQueue & graphics_queue,
VkQueue & compute_queue ) {
std::vector<VkPhysicalDevice> physical_devices;
EnumerateAvailablePhysicalDevices( instance, physical_devices );
for( auto & physical_device : physical_devices ) {
VkPhysicalDeviceFeatures device_features;
VkPhysicalDeviceProperties device_properties;
GetFeaturesAndPropertiesOfPhysicalDevice( physical_device, device_features, device_properties );
if( !device_features.geometryShader ) {
continue;
} else {
device_features = {};
device_features.geometryShader = VK_TRUE;
}
uint32_t graphics_queue_family_index;
if( !SelectIndexOfQueueFamilyWithDesiredCapabilities( physical_device, VK_QUEUE_GRAPHICS_BIT, graphics_queue_family_index ) ) {
continue;
}
uint32_t compute_queue_family_index;
if( !SelectIndexOfQueueFamilyWithDesiredCapabilities( physical_device, VK_QUEUE_COMPUTE_BIT, compute_queue_family_index ) ) {
continue;
}
std::vector<QueueInfo> requested_queues = { { graphics_queue_family_index, { 1.0f } } };
if( graphics_queue_family_index != compute_queue_family_index ) {
requested_queues.push_back( { compute_queue_family_index, { 1.0f } } );
}
if( !CreateLogicalDevice( physical_device, requested_queues, {}, &device_features, logical_device ) ) {
continue;
} else {
if( !LoadDeviceLevelFunctions( logical_device, {} ) ) {
return false;
}
GetDeviceQueue( logical_device, graphics_queue_family_index, 0, graphics_queue );
GetDeviceQueue( logical_device, compute_queue_family_index, 0, compute_queue );
return true;
}
}
return false;
}
} // namespace VulkanCookbook