On Saturday, 28 May 2016 at 10:58:05 UTC, maik klein wrote:


derelict-vulcan only works on windows, dvulkan doesn't have the platform dependend surface extensions for xlib, xcb, w32 and wayland. Without them Vulkan is unusable for me.

I really don't care what I use, I just wanted something that works.

Platform extension support will be in the next release of d-vulkan. It doesn't include platform extensions now because I wanted to find a way to implement it without tying d-vulkan to a specific set of bindings, though I can't seem to find a good solution unfortunately... I personally use the git version of GLFW, which handles the platform-dependent surface handling for me.

As for the demo itself... It might help explain things more if the separate stages (instance creation, device creation, setting up shaders, etc) were split into their own functions, instead of stuffing everything into `main`.

Struct initializers are also useful when dealing with Vulkan info structs, since you don't have to repeat the variable name each time. Ex this:

VkPipelineVertexInputStateCreateInfo vertexInputStateCreateInfo = {}; vertexInputStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputStateCreateInfo.vertexBindingDescriptionCount = 1;
vertexInputStateCreateInfo.pVertexBindingDescriptions = &vertexBindingDescription;
vertexInputStateCreateInfo.vertexAttributeDescriptionCount = 1;
vertexInputStateCreateInfo.pVertexAttributeDescriptions = &vertexAttributeDescritpion;

Can become:

VkPipelineVertexInputStateCreateInfo vertexInputStateCreateInfo = { sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, // also sType is pre-set with erupted or d-derelict
    vertexBindingDescriptionCount = 1,
    pVertexBindingDescriptions = &vertexBindingDescription,
    vertexAttributeDescriptionCount = 1,
    pVertexAttributeDescriptions = &vertexAttributeDescritpion,
};

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