-
Alexander Gauggel authoredAlexander Gauggel authored
Context.cpp 1.53 KiB
#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);
}
vk::Instance Context::getInstance() {
return m_instance;
}
vk::PhysicalDevice Context::getPhysicalDevice() {
return m_physicalDevice;
}
vk::Device Context::getDevice() {
return m_device;
}
}