Vulkan-Hpp/samples/11_InitShaders/11_InitShaders.cpp
Jan Kuhlmann aaf0cb61c4
CI: Reduce build times by reusing generated headers (#2254)
* reuse generated headers inbetween runs

* properly access env var

* fix windows compiler arg

* reintroduce ubuntu24 ci compilers

* fixed CXX_MODULES flag logic

* echoing build parameters, removing use of Ninja from windows CI

* fixed echo and temporarily disabled all but windows CI

* reenabled all ci

* compile glm, glfw and glslang once, fixed SPIRV include path

* remove usage of Ninja from windows ci (again)

* fixed glfw name to glfw3

* removed.. debug things

* remove dep install step from windows, enforce correct linking in utils

* compiling generators in debug mode without running them
2025-08-13 20:30:26 +02:00

95 lines
3.1 KiB
C++

// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
// VulkanHpp Samples : 11_InitShaders
// Initialize vertex and fragment shaders
#include "../utils/shaders.hpp"
#include "../utils/utils.hpp"
#include "glslang/Public/ShaderLang.h"
#include <iostream>
static char const * AppName = "11_InitShaders";
static char const * EngineName = "Vulkan.hpp";
int main( int /*argc*/, char ** /*argv*/ )
{
try
{
vk::Instance instance = vk::su::createInstance( AppName, EngineName, {}, vk::su::getInstanceExtensions() );
#if !defined( NDEBUG )
vk::DebugUtilsMessengerEXT debugUtilsMessenger = instance.createDebugUtilsMessengerEXT( vk::su::makeDebugUtilsMessengerCreateInfoEXT() );
#endif
vk::PhysicalDevice physicalDevice = instance.enumeratePhysicalDevices().front();
uint32_t graphicsQueueFamilyIndex = vk::su::findGraphicsQueueFamilyIndex( physicalDevice.getQueueFamilyProperties() );
vk::Device device = vk::su::createDevice( physicalDevice, graphicsQueueFamilyIndex );
/* VULKAN_HPP_KEY_START */
glslang::InitializeProcess();
std::vector<unsigned int> vertexShaderSPV;
#if !defined( NDEBUG )
bool ok =
#endif
vk::su::GLSLtoSPV( vk::ShaderStageFlagBits::eVertex, vertexShaderText_PC_C, vertexShaderSPV );
assert( ok );
vk::ShaderModuleCreateInfo vertexShaderModuleCreateInfo( vk::ShaderModuleCreateFlags(), vertexShaderSPV );
vk::ShaderModule vertexShaderModule = device.createShaderModule( vertexShaderModuleCreateInfo );
std::vector<unsigned int> fragmentShaderSPV;
#if !defined( NDEBUG )
ok =
#endif
vk::su::GLSLtoSPV( vk::ShaderStageFlagBits::eFragment, fragmentShaderText_C_C, fragmentShaderSPV );
assert( ok );
vk::ShaderModuleCreateInfo fragmentShaderModuleCreateInfo( vk::ShaderModuleCreateFlags(), fragmentShaderSPV );
vk::ShaderModule fragmentShaderModule = device.createShaderModule( fragmentShaderModuleCreateInfo );
glslang::FinalizeProcess();
device.destroyShaderModule( fragmentShaderModule );
device.destroyShaderModule( vertexShaderModule );
/* VULKAN_HPP_KEY_END */
device.destroy();
#if !defined( NDEBUG )
instance.destroyDebugUtilsMessengerEXT( debugUtilsMessenger );
#endif
instance.destroy();
}
catch ( vk::SystemError & err )
{
std::cout << "vk::SystemError: " << err.what() << std::endl;
exit( -1 );
}
catch ( std::exception & err )
{
std::cout << "std::exception: " << err.what() << std::endl;
exit( -1 );
}
catch ( ... )
{
std::cout << "unknown error\n";
exit( -1 );
}
return 0;
}