Added comments about Vulkan init

This commit is contained in:
Pasha Bibko
2025-11-16 18:15:55 +00:00
parent 46d5e41e29
commit 4c1226f658

View File

@@ -33,21 +33,81 @@ namespace PB::Renderer
VulkanManager() = delete;
~VulkanManager() = delete;
/* Shorthand for calling all the initialisation functions, returns false if any fail */
static bool Init(GLFWwindow* window);
/* Frees ALL allocated Vulkan resources */
static bool Cleanup();
/*
Creates the global Vulkan instance, which connects the application to Vulkan.
Defines the application info and imports the needed (GLFW) extensions.
*/
static bool CreateInstance();
/*
Ties a surface to the window to present images. Abstracts platform specific code.
Required for creating a swap chain.
*/
static bool CreateSurface(GLFWwindow* window);
/*
Scans for all available GPUs and picks the first one that supports the necessary capabilities.
Only looks for discrete (non-integrated) GPUs and uses that for all rendering.
*/
static bool PickPhysicalDevice();
/*
Creates a logical device which handles the commands from Vulkan to hardware instructions.
Also requests the queues needed.
*/
static bool CreateLogicalDevice();
/*
Creates a swap chain with suitable image formats, present modes and image dimensions.
The swap chain is the series of images that are displayed to the screen.
*/
static bool CreateSwapChain(GLFWwindow* window);
/*
Each swap chain image requires a view, which describes how shaders and
the pipeline interact with the image data.
*/
static bool CreateImageViews();
/*
Defines the attachments (such as color and depth) and defines how they are rendered.
Also defines the subpasses and dependencies between them.
*/
static bool CreateRenderPass();
/*
Creates a framebuffer for each swap chain image, pairing the render pass with the relevant image.
Each framebuffer is a specific set of attachments used drawing a render pass instance.
*/
static bool CreateFramebuffer();
/*
Assembles shaders, fixed function state and creates the render pipeline.
Also checks that the render pass is compatiable.
*/
static bool CreateGraphicsPipeline();
/*
Allocates a command pool and command buffers.
The buffers represent the exact instructions the GPU will execute.
*/
static bool CreateCommandBuffers();
/*
Creates sync between coordinate operations between different parts of the rendering.
Required to stop race conditions between frames.
*/
static bool CreateSemaphores();
/*
Draws a frame to the screen using the command buffers and sync objects.
*/
static bool RenderPass();
private: