vulkan游戏引擎的vulkan_utils实现

1.vulkan_utils.h

#pragma once

#include "vulkan_types.inl"

const char* vulkan_result_string(VkResult result,b8 get_extended);

b8 vulkan_result_is_success(VkResult result);

2.vulkan_utils.c

#include "vulkan_utils.h"

const char* vulkan_result_string(VkResult result, b8 get_extended) {

// Success Codes

switch (result) {

default:

case VK_SUCCESS:

return !get_extended ? "VK_SUCCESS" : "VK_SUCCESS Command successfully completed";

case VK_NOT_READY:

return !get_extended ? "VK_NOT_READY" : "VK_NOT_READY A fence or query has not yet completed";

case VK_TIMEOUT:

return !get_extended ? "VK_TIMEOUT" : "VK_TIMEOUT A wait operation has not completed in the specified time";

case VK_EVENT_SET:

return !get_extended ? "VK_EVENT_SET" : "VK_EVENT_SET An event is signaled";

case VK_EVENT_RESET:

return !get_extended ? "VK_EVENT_RESET" : "VK_EVENT_RESET An event is unsignaled";

case VK_INCOMPLETE:

return !get_extended ? "VK_INCOMPLETE" : "VK_INCOMPLETE A return array was too small for the result";

case VK_SUBOPTIMAL_KHR:

return !get_extended ? "VK_SUBOPTIMAL_KHR" : "VK_SUBOPTIMAL_KHR A swapchain no longer matches the surface properties exactly, but can still be used to present to the surface successfully.";

case VK_THREAD_IDLE_KHR:

return !get_extended ? "VK_THREAD_IDLE_KHR" : "VK_THREAD_IDLE_KHR A deferred operation is not complete but there is currently no work for this thread to do at the time of this call.";

case VK_THREAD_DONE_KHR:

return !get_extended ? "VK_THREAD_DONE_KHR" : "VK_THREAD_DONE_KHR A deferred operation is not complete but there is no work remaining to assign to additional threads.";

case VK_OPERATION_DEFERRED_KHR:

return !get_extended ? "VK_OPERATION_DEFERRED_KHR" : "VK_OPERATION_DEFERRED_KHR A deferred operation was requested and at least some of the work was deferred.";

case VK_OPERATION_NOT_DEFERRED_KHR:

return !get_extended ? "VK_OPERATION_NOT_DEFERRED_KHR" : "VK_OPERATION_NOT_DEFERRED_KHR A deferred operation was requested and no operations were deferred.";

case VK_PIPELINE_COMPILE_REQUIRED_EXT:

return !get_extended ? "VK_PIPELINE_COMPILE_REQUIRED_EXT" : "VK_PIPELINE_COMPILE_REQUIRED_EXT A requested pipeline creation would have required compilation, but the application requested compilation to not be performed.";

// Error codes

case VK_ERROR_OUT_OF_HOST_MEMORY:

return !get_extended ? "VK_ERROR_OUT_OF_HOST_MEMORY" : "VK_ERROR_OUT_OF_HOST_MEMORY A host memory allocation has failed.";

case VK_ERROR_OUT_OF_DEVICE_MEMORY:

return !get_extended ? "VK_ERROR_OUT_OF_DEVICE_MEMORY" : "VK_ERROR_OUT_OF_DEVICE_MEMORY A device memory allocation has failed.";

case VK_ERROR_INITIALIZATION_FAILED:

return !get_extended ? "VK_ERROR_INITIALIZATION_FAILED" : "VK_ERROR_INITIALIZATION_FAILED Initialization of an object could not be completed for implementation-specific reasons.";

case VK_ERROR_DEVICE_LOST:

return !get_extended ? "VK_ERROR_DEVICE_LOST" : "VK_ERROR_DEVICE_LOST The logical or physical device has been lost. See Lost Device";

case VK_ERROR_MEMORY_MAP_FAILED:

return !get_extended ? "VK_ERROR_MEMORY_MAP_FAILED" : "VK_ERROR_MEMORY_MAP_FAILED Mapping of a memory object has failed.";

case VK_ERROR_LAYER_NOT_PRESENT:

return !get_extended ? "VK_ERROR_LAYER_NOT_PRESENT" : "VK_ERROR_LAYER_NOT_PRESENT A requested layer is not present or could not be loaded.";

case VK_ERROR_EXTENSION_NOT_PRESENT:

return !get_extended ? "VK_ERROR_EXTENSION_NOT_PRESENT" : "VK_ERROR_EXTENSION_NOT_PRESENT A requested extension is not supported.";

case VK_ERROR_FEATURE_NOT_PRESENT:

return !get_extended ? "VK_ERROR_FEATURE_NOT_PRESENT" : "VK_ERROR_FEATURE_NOT_PRESENT A requested feature is not supported.";

case VK_ERROR_INCOMPATIBLE_DRIVER:

return !get_extended ? "VK_ERROR_INCOMPATIBLE_DRIVER" : "VK_ERROR_INCOMPATIBLE_DRIVER The requested version of Vulkan is not supported by the driver or is otherwise incompatible for implementation-specific reasons.";

case VK_ERROR_TOO_MANY_OBJECTS:

return !get_extended ? "VK_ERROR_TOO_MANY_OBJECTS" : "VK_ERROR_TOO_MANY_OBJECTS Too many objects of the type have already been created.";

case VK_ERROR_FORMAT_NOT_SUPPORTED:

return !get_extended ? "VK_ERROR_FORMAT_NOT_SUPPORTED" : "VK_ERROR_FORMAT_NOT_SUPPORTED A requested format is not supported on this device.";

case VK_ERROR_FRAGMENTED_POOL:

return !get_extended ? "VK_ERROR_FRAGMENTED_POOL" : "VK_ERROR_FRAGMENTED_POOL A pool allocation has failed due to fragmentation of the pool's memory. This must only be returned if no attempt to allocate host or device memory was made to accommodate the new allocation. This should be returned in preference to VK_ERROR_OUT_OF_POOL_MEMORY, but only if the implementation is certain that the pool allocation failure was due to fragmentation.";

case VK_ERROR_SURFACE_LOST_KHR:

return !get_extended ? "VK_ERROR_SURFACE_LOST_KHR" : "VK_ERROR_SURFACE_LOST_KHR A surface is no longer available.";

case VK_ERROR_NATIVE_WINDOW_IN_USE_KHR:

return !get_extended ? "VK_ERROR_NATIVE_WINDOW_IN_USE_KHR" : "VK_ERROR_NATIVE_WINDOW_IN_USE_KHR The requested window is already in use by Vulkan or another API in a manner which prevents it from being used again.";

case VK_ERROR_OUT_OF_DATE_KHR:

return !get_extended ? "VK_ERROR_OUT_OF_DATE_KHR" : "VK_ERROR_OUT_OF_DATE_KHR A surface has changed in such a way that it is no longer compatible with the swapchain, and further presentation requests using the swapchain will fail. Applications must query the new surface properties and recreate their swapchain if they wish to continue presenting to the surface.";

case VK_ERROR_INCOMPATIBLE_DISPLAY_KHR:

return !get_extended ? "VK_ERROR_INCOMPATIBLE_DISPLAY_KHR" : "VK_ERROR_INCOMPATIBLE_DISPLAY_KHR The display used by a swapchain does not use the same presentable image layout, or is incompatible in a way that prevents sharing an image.";

case VK_ERROR_INVALID_SHADER_NV:

return !get_extended ? "VK_ERROR_INVALID_SHADER_NV" : "VK_ERROR_INVALID_SHADER_NV One or more shaders failed to compile or link. More details are reported back to the application via VK_EXT_debug_report if enabled.";

case VK_ERROR_OUT_OF_POOL_MEMORY:

return !get_extended ? "VK_ERROR_OUT_OF_POOL_MEMORY" : "VK_ERROR_OUT_OF_POOL_MEMORY A pool memory allocation has failed. This must only be returned if no attempt to allocate host or device memory was made to accommodate the new allocation. If the failure was definitely due to fragmentation of the pool, VK_ERROR_FRAGMENTED_POOL should be returned instead.";

case VK_ERROR_INVALID_EXTERNAL_HANDLE:

return !get_extended ? "VK_ERROR_INVALID_EXTERNAL_HANDLE" : "VK_ERROR_INVALID_EXTERNAL_HANDLE An external handle is not a valid handle of the specified type.";

case VK_ERROR_FRAGMENTATION:

return !get_extended ? "VK_ERROR_FRAGMENTATION" : "VK_ERROR_FRAGMENTATION A descriptor pool creation has failed due to fragmentation.";

case VK_ERROR_INVALID_DEVICE_ADDRESS_EXT:

return !get_extended ? "VK_ERROR_INVALID_DEVICE_ADDRESS_EXT" : "VK_ERROR_INVALID_DEVICE_ADDRESS_EXT A buffer creation failed because the requested address is not available.";

// NOTE: Same as above

// case VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS:

// return !get_extended ? "VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS" :"VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS A buffer creation or memory allocation failed because the requested address is not available. A shader group handle assignment failed because the requested shader group handle information is no longer valid.";

case VK_ERROR_FULL_SCREEN_EXCLUSIVE_MODE_LOST_EXT:

return !get_extended ? "VK_ERROR_FULL_SCREEN_EXCLUSIVE_MODE_LOST_EXT" : "VK_ERROR_FULL_SCREEN_EXCLUSIVE_MODE_LOST_EXT An operation on a swapchain created with VK_FULL_SCREEN_EXCLUSIVE_APPLICATION_CONTROLLED_EXT failed as it did not have exlusive full-screen access. This may occur due to implementation-dependent reasons, outside of the application's control.";

case VK_ERROR_UNKNOWN:

return !get_extended ? "VK_ERROR_UNKNOWN" : "VK_ERROR_UNKNOWN An unknown error has occurred; either the application has provided invalid input, or an implementation failure has occurred.";

case VK_ERROR_VALIDATION_FAILED_EXT:

return !get_extended ? "VK_ERROR_VALIDATION_FAILED_EXT" : "A command failed because invalid usage was detected by the implementation or a validation-layer.";

}

}

b8 vulkan_result_is_success(VkResult result) {

// From: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VkResult.html

switch (result) {

default:

// Success Codes

case VK_SUCCESS:

case VK_NOT_READY:

case VK_TIMEOUT:

case VK_EVENT_SET:

case VK_EVENT_RESET:

case VK_INCOMPLETE:

case VK_SUBOPTIMAL_KHR:

case VK_THREAD_IDLE_KHR:

case VK_THREAD_DONE_KHR:

case VK_OPERATION_DEFERRED_KHR:

case VK_OPERATION_NOT_DEFERRED_KHR:

case VK_PIPELINE_COMPILE_REQUIRED_EXT:

return true;

// Error codes

case VK_ERROR_OUT_OF_HOST_MEMORY:

case VK_ERROR_OUT_OF_DEVICE_MEMORY:

case VK_ERROR_INITIALIZATION_FAILED:

case VK_ERROR_DEVICE_LOST:

case VK_ERROR_MEMORY_MAP_FAILED:

case VK_ERROR_LAYER_NOT_PRESENT:

case VK_ERROR_EXTENSION_NOT_PRESENT:

case VK_ERROR_FEATURE_NOT_PRESENT:

case VK_ERROR_INCOMPATIBLE_DRIVER:

case VK_ERROR_TOO_MANY_OBJECTS:

case VK_ERROR_FORMAT_NOT_SUPPORTED:

case VK_ERROR_FRAGMENTED_POOL:

case VK_ERROR_SURFACE_LOST_KHR:

case VK_ERROR_NATIVE_WINDOW_IN_USE_KHR:

case VK_ERROR_OUT_OF_DATE_KHR:

case VK_ERROR_INCOMPATIBLE_DISPLAY_KHR:

case VK_ERROR_INVALID_SHADER_NV:

case VK_ERROR_OUT_OF_POOL_MEMORY:

case VK_ERROR_INVALID_EXTERNAL_HANDLE:

case VK_ERROR_FRAGMENTATION:

case VK_ERROR_INVALID_DEVICE_ADDRESS_EXT:

// NOTE: Same as above

// case VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS:

case VK_ERROR_FULL_SCREEN_EXCLUSIVE_MODE_LOST_EXT:

case VK_ERROR_UNKNOWN:

return false;

}

}

相关推荐
weixin_409383122 小时前
godot等轴视角tilemaplayer的学习 isocheric的素材xy大小怎么调
学习·游戏引擎·godot
WarrenMondeville6 小时前
2.Unity面向对象- 开闭原则
unity·游戏引擎·开闭原则
呆呆敲代码的小Y7 小时前
UnityMCP+Claude+VSCode,构建最强AI游戏开发环境
人工智能·vscode·游戏·unity·游戏引擎·u3d·mcp
C蔡博士7 小时前
Unity TextMeshPro 中文本地化:动态生成最小字体集(解决边缘模糊、乱码问题)
unity·游戏引擎
m0_630182467 小时前
Unity TMP 中文字体生成
unity·游戏引擎
weixin_409383127 小时前
godot y排序定位 sprite原点 等轴视角地图块测试 isometric 碰撞测试 初学godot
游戏引擎·godot
万兴丶8 小时前
Unity用C#完成抖音小游戏接入引力引擎(Gravity Engine)完整指南,一篇文章讲清楚!
unity·c#·游戏引擎·抖音
WarrenMondeville12 小时前
3.Unity面向对象-里氏替换原则
unity·游戏引擎·里氏替换原则
张老师带你学1 天前
UnityVR弯曲UI
科技·游戏·unity·游戏引擎·模型
张老师带你学1 天前
unity作业,街角小场景
科技·游戏·unity·游戏引擎·模型