Inspired by vk-bootstrap for C++, this is a utility library in Odin Language that jump starts initialization of Vulkan.
Read the Getting Started guide for a quick start on using
odin-vk-bootstrap
Just copy the vkbootstrap.odin file to your project.
import "core:fmt"
import vkb "."
import vk "vendor:vulkan"
main :: proc() {
instance_builder: vkb.Instance_Builder
vkb.instance_builder_init(&instance_builder)
defer vkb.instance_builder_uninit(&instance_builder)
// Require the minimum Vulkan api version 1.1
vkb.instance_builder_require_api_version(&instance_builder, vk.API_VERSION_1_1)
when ODIN_DEBUG {
// Enable `VK_LAYER_KHRONOS_validation` layer
vkb.instance_builder_enable_validation_layers(&instance_builder)
// Enable debug reporting with a default messenger callback
vkb.instance_builder_use_default_debug_messenger(&instance_builder)
}
vkb_instance: vkb.Instance
vkb_instance_err := vkb.instance_builder_build(&instance_builder, &vkb_instance)
if vkb_instance_err != nil {
fmt.eprintfln("Failed to build instance: %#v", vkb_instance_err)
return
}
defer vkb.destroy_instance(&vkb_instance)
// Create a new physical device selector
selector: vkb.Physical_Device_Selector
vkb.physical_device_selector_init(&selector, vkb_instance)
defer vkb.physical_device_selector_uninit(&selector)
// We want a GPU that can render to current Window surface
vkb.physical_device_selector_set_surface(&selector, /* from user created window*/)
// Require a vulkan 1.1 capable device
vkb.physical_device_selector_set_minimum_version(&selector, vk.API_VERSION_1_1)
// Try to select a suitable device
vkb_physical_device: vkb.Physical_Device
vkb_physical_device_err := vkb.physical_device_selector_select(&selector, &vkb_physical_device)
if vkb_physical_device_err != nil {
fmt.eprintfln("Failed to select physical device: %#v", vkb_physical_device_err)
return
}
// In Vulkan you don't need to destroy a physical device, but here you need
// to free some resources when the physical device was created.
defer vkb.destroy_physical_device(&vkb_physical_device)
// Create a device builder
device_builder: vkb.Device_Builder
vkb.device_builder_init(&device_builder)
defer vkb.device_builder_uninit(&device_builder)
// Automatically propagate needed data from instance & physical device
vkb_device: vkb.Device
vkb_device_err := vkb.device_builder_build(&device_builder, &vkb_physical_device, &vkb_device)
if vkb_device_err != nil {
fmt.eprintfln("Failed to get logical device: %#v", vkb_device_err)
return
}
defer vkb.destroy_device(&vkb_device)
// Get the graphics queue with a helper function
graphics_queue, graphics_queue_err := vkb.device_get_queue(&vkb_device, .Graphics)
if graphics_queue_err != nil {
fmt.eprintfln("Failed to get graphics queue: %#v", graphics_queue_err)
return
}
}See Triangle Example for an example that renders a triangle to the screen.