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#include "Context.hpp"
namespace vkcv {
Context::Context(vk::Instance instance, vk::PhysicalDevice physicalDevice, vk::Device device)
: m_instance(instance), m_physicalDevice(physicalDevice), m_device(device)
{}
Context::~Context() {
m_device.destroy();
m_instance.destroy();
}
Context Context::create(const char* applicationName, uint32_t applicationVersion) {
const vk::ApplicationInfo applicationInfo (
applicationName,
applicationVersion,
"vkCV",
VK_MAKE_VERSION(0, 0, 1),
VK_HEADER_VERSION_COMPLETE
);
// TODO: enable validation layers in debug build and add required extensions
const vk::InstanceCreateInfo instanceCreateInfo (
vk::InstanceCreateFlags(),
&applicationInfo,
0,
nullptr,
0,
nullptr
);
vk::Instance instance = vk::createInstance(instanceCreateInfo);
// TODO: search for the best physical device (discrete GPU)
vk::PhysicalDevice physicalDevice = instance.enumeratePhysicalDevices()[0];
// TODO: create required queues, add validation layers and required extensions
const vk::DeviceCreateInfo deviceCreateInfo (
vk::DeviceCreateFlags(),
0,
nullptr,
0,
nullptr,
0,
nullptr,
nullptr
);
vk::Device device = physicalDevice.createDevice(deviceCreateInfo);
return Context(instance, physicalDevice, device);
}
const vk::Instance& Context::getInstance() const {
return m_instance;
}
const vk::PhysicalDevice& Context::getPhysicalDevice() const {
return m_physicalDevice;
}
const vk::Device& Context::getDevice() const {
return m_device;
}