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
Copy the vkb
folder to your project or to shared
directory.
import "vkb"
import vk "vendor:vulkan"
main :: proc() {
// Start by creating a new instance builder
instance_builder, instance_builder_err := vkb.init_instance_builder()
if instance_builder_err != nil do return
defer vkb.destroy_instance_builder(&instance_builder)
// Require the minimum Vulkan api version 1.1
vkb.instance_set_minimum_version(&instance_builder, vk.API_VERSION_1_1)
when ODIN_DEBUG {
// Enable `VK_LAYER_KHRONOS_validation` layer
vkb.instance_request_validation_layers(&instance_builder)
// Enable debug reporting with a default messenger callback
vkb.instance_use_default_debug_messenger(&instance_builder)
}
instance, instance_err := vkb.build_instance(&instance_builder)
if instance_err != nil do return
defer vkb.destroy_instance(instance)
// Create a new physical device selector
selector, selector_err := vkb.init_physical_device_selector(instance)
if selector_err != nil do return
defer vkb.destroy_selection_criteria(&selector)
// We want a GPU that can render to current Window surface
vkb.selector_set_surface(&selector, /* from user created window*/)
// Require a vulkan 1.1 capable device
vkb.selector_set_minimum_version(&selector, vk.API_VERSION_1_1)
// Try to select a suitable device
physical_device, physical_device_err := vkb.select_physical_device(&selector)
if physical_device_err != nil do 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(physical_device)
// Create a device builder
device_builder, device_builder_err := vkb.init_device_builder(physical_device)
if device_builder_err != nil do return
defer vkb.destroy_device_builder(&device_builder)
// Automatically propagate needed data from instance & physical device
device, device_err := vkb.build_device(&device_builder)
if device_err != nil do return
defer vkb.destroy_device(device)
// Get the graphics queue with a helper function
graphics_queue, graphics_queue_err := vkb.device_get_queue(device, .Graphics)
if graphics_queue_err != nil do return
}
See Triangle Example for an example that renders a triangle to the screen.