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2a0e7f8829
We can now upload vertices. And we use this to draw a yellow background. Which is clearly superior to not drawing anything. Also, we have shaders now. If you modify them, you need glslc installed so they can be recompiled into Spir-V bytecode.
89 lines
2.5 KiB
C
89 lines
2.5 KiB
C
#include "config.h"
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#include "gskvulkanbufferprivate.h"
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#include "gskvulkanmemoryprivate.h"
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#include "gskvulkanpipelineprivate.h"
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struct _GskVulkanBuffer
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{
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GdkVulkanContext *vulkan;
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gsize size;
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VkBuffer vk_buffer;
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GskVulkanMemory *memory;
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};
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GskVulkanBuffer *
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gsk_vulkan_buffer_new (GdkVulkanContext *context,
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gsize size)
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{
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VkMemoryRequirements requirements;
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GskVulkanBuffer *self;
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self = g_slice_new0 (GskVulkanBuffer);
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self->vulkan = g_object_ref (context);
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self->size = size;
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GSK_VK_CHECK (vkCreateBuffer, gdk_vulkan_context_get_device (context),
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&(VkBufferCreateInfo) {
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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.size = size,
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.flags = 0,
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.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT
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| VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE
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},
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NULL,
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&self->vk_buffer);
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vkGetBufferMemoryRequirements (gdk_vulkan_context_get_device (context),
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self->vk_buffer,
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&requirements);
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self->memory = gsk_vulkan_memory_new (context,
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requirements.memoryTypeBits,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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size);
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GSK_VK_CHECK (vkBindBufferMemory, gdk_vulkan_context_get_device (context),
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self->vk_buffer,
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gsk_vulkan_memory_get_device_memory (self->memory),
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0);
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return self;
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}
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void
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gsk_vulkan_buffer_free (GskVulkanBuffer *self)
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{
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gsk_vulkan_memory_free (self->memory);
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vkDestroyBuffer (gdk_vulkan_context_get_device (self->vulkan),
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self->vk_buffer,
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NULL);
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g_object_unref (self->vulkan);
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g_slice_free (GskVulkanBuffer, self);
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}
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VkBuffer
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gsk_vulkan_buffer_get_buffer (GskVulkanBuffer *self)
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{
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return self->vk_buffer;
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}
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guchar *
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gsk_vulkan_buffer_map (GskVulkanBuffer *self)
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{
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return gsk_vulkan_memory_map (self->memory);
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}
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void
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gsk_vulkan_buffer_unmap (GskVulkanBuffer *self)
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{
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gsk_vulkan_memory_unmap (self->memory);
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}
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