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Documentation work
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@tableofcontents
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@tableofcontents
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This guide is intended to fill the gaps between the Vulkan documentation and the
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This guide is intended to fill the gaps between the [Vulkan
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rest of the GLFW documentation and is not a replacement for either.
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documentation](https://www.khronos.org/vulkan/) and the rest of the GLFW
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documentation and is not a replacement for either. It assumes some familiarity
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with Vulkan concepts like loaders, devices, queues and surfaces.
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To develop for Vulkan you should install an SDK for your platform, for example
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To develop for Vulkan you should install an SDK for your platform, for example
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the [LunarG Vulkan SDK](http://lunarg.com/vulkan-sdk/). Apart from the headers
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the [LunarG Vulkan SDK](https://vulkan.lunarg.com/). Apart from the headers and
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and libraries, it also provides the validation layers necessary for development.
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libraries, it also provides the validation layers necessary for development.
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GLFW itself does not need a Vulkan SDK to enable support for Vulkan. However,
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The GLFW library does not need the Vulkan SDK to enable support for Vulkan.
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any Vulkan-specific test and example programs are built only if the CMake files
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However, any Vulkan-specific test and example programs are built only if the
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find the LunarG SDK.
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CMake files find a Vulkan SDK.
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@section vulkan_include Including the Vulkan and GLFW header files
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@section vulkan_include Including the Vulkan and GLFW header files
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To include the Vulkan header, define `GLFW_INCLUDE_VULKAN` before including the
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To include the Vulkan header, define [GLFW_INCLUDE_VULKAN](@ref build_macros)
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GLFW header.
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before including the GLFW header.
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@code
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@code
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#define GLFW_INCLUDE_VULKAN
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#define GLFW_INCLUDE_VULKAN
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@ -30,15 +32,15 @@ If you want to include the Vulkan header from a custom location or use your own
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custom Vulkan header then you need to include them before the GLFW header.
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custom Vulkan header then you need to include them before the GLFW header.
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@code
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@code
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#include <custom/path/vulkan.h>
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#include <path/to/vulkan.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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@endcode
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@endcode
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Unless a Vulkan header is included, either by the GLFW header or above it, any
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Unless a Vulkan header is included, either by the GLFW header or above it, any
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GLFW functions that use Vulkan types will not be declared.
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GLFW functions that take or return Vulkan types will not be declared.
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The `VK_USE_PLATFORM_*_KHR` macros do not need to be defined for the Vulkan part
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The `VK_USE_PLATFORM_*_KHR` macros do not need to be defined for the Vulkan part
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of GLFW to work.
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of GLFW to work. Define them only if you are using these extensions directly.
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@section vulkan_support Querying for Vulkan support
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@section vulkan_support Querying for Vulkan support
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@ -110,8 +112,9 @@ be passed to @ref glfwGetPhysicalDevicePresentationSupport and @ref
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glfwCreateWindowSurface. The set of extensions will vary depending on platform
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glfwCreateWindowSurface. The set of extensions will vary depending on platform
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and may also vary depending on graphics drivers and other factors.
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and may also vary depending on graphics drivers and other factors.
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If it fails it will return `NULL` and Vulkan window surface creation will not be
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If it fails it will return `NULL` and GLFW will not be able to create Vulkan
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possible. You may still use Vulkan for off-screen rendering and compute work.
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window surfaces. You can still use Vulkan for off-screen rendering and compute
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work.
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The returned array will always contain `VK_KHR_surface`, so if you don't
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The returned array will always contain `VK_KHR_surface`, so if you don't
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require any additional extensions you can pass this list directly to the
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require any additional extensions you can pass this list directly to the
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@ -134,7 +137,7 @@ array, as it is an error to specify an extension more than once in the
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@section vulkan_present Querying for Vulkan presentation support
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@section vulkan_present Querying for Vulkan presentation support
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Not every Vulkan queue family of every device can present images to surfaces.
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Not every queue family of every Vulkan device can present images to surfaces.
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To check whether a specific queue family of a physical device supports image
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To check whether a specific queue family of a physical device supports image
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presentation without first having to create a window and surface, call @ref
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presentation without first having to create a window and surface, call @ref
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glfwGetPhysicalDevicePresentationSupport.
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glfwGetPhysicalDevicePresentationSupport.
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@ -146,15 +149,15 @@ if (glfwGetPhysicalDevicePresentationSupport(instance, physical_device, queue_fa
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}
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}
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@endcode
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@endcode
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The `VK_KHR_surface` extension also provides the
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The `VK_KHR_surface` extension additionally provides the
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`vkGetPhysicalDeviceSurfaceSupportKHR` function, which performs the same test on
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`vkGetPhysicalDeviceSurfaceSupportKHR` function, which performs the same test on
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an existing Vulkan surface.
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an existing Vulkan surface.
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@section vulkan_window Creating the window
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@section vulkan_window Creating the window
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Unless you will be using OpenGL or OpenGL ES in addition to Vulkan, there is no
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Unless you will be using OpenGL or OpenGL ES with the same window as Vulkan,
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need to create a context for that window. You can disable context creation by
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there is no need to create a context. You can disable context creation by
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setting the [GLFW_CLIENT_API](@ref window_hints_ctx) hint to `GLFW_NO_API`.
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setting the [GLFW_CLIENT_API](@ref window_hints_ctx) hint to `GLFW_NO_API`.
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@code
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@code
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