Home

Awesome

Vulkan-Hpp: C++ Bindings for Vulkan

The goal of the Vulkan-Hpp is to provide header only C++ bindings for the Vulkan C API to improve the developers Vulkan experience without introducing CPU runtime cost. It adds features like type safety for enums and bitfields, STL container support, exceptions and simple enumerations.

PlatformBuild Status
LinuxBuild Status

Getting Started

Vulkan-Hpp is part of the LunarG Vulkan SDK since version 1.0.24. Just #include <vulkan/vulkan.hpp> and you're ready to use the C++ bindings. If you're using a Vulkan version not yet supported by the Vulkan SDK, you can find the latest version of the headers here.

Minimum Requirements

Vulkan-Hpp requires a C++11 capable compiler to compile. The following compilers are known to work:

Building Vulkan-Hpp, Samples, and Tests

To build the local samples and tests you'll have to clone this repository and run CMake to generate the required build files

  1. Install dependencies.

    • Ensure that you have CMake and git installed and accessible from a shell.
    • Ensure that you have installed the Vulkan SDK.
    • Optionally install clang-format >= 11.0 to get a nicely formatted Vulkan-Hpp header.
  2. Open a shell which provides git and clone the repository with:

    git clone --recurse-submodules https://github.com/KhronosGroup/Vulkan-Hpp.git

  3. Change the current directory to the newly created Vulkan-Hpp directory.

  4. Create a build environment with CMake:

    cmake -DVULKAN_HPP_SAMPLES_BUILD=ON -DVULKAN_HPP_SAMPLES_BUILD_WITH_LOCAL_VULKAN_HPP=ON -DVULKAN_HPP_TESTS_BUILD=ON -DVULKAN_HPP_TESTS_BUILD_WITH_LOCAL_VULKAN_HPP=ON -B build

    You might need to specify a generator via -G, for a full list of generators execute cmake -G.

    • To rebuild vulkan.hpp from the vk.xml XML registry file, add the -DVULKAN_HPP_RUN_GENERATOR=ON option to the CMake command line.
  5. Either open the generated project with an IDE, e.g. Visual Studio or launch the build process with cmake --build build --parallel.

Optional: To update the Vulkan-Hpp and its submodules execute git pull --recurse-submodules.

Installing vulkan-hpp using vcpkg

You can download and install vulkan-hpp using the vcpkg dependency manager:

git clone https://github.com/Microsoft/vcpkg.git
cd vcpkg
./bootstrap-vcpkg.sh
./vcpkg integrate install
./vcpkg install vulkan-headers

The vulkan-hpp port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please create an issue or pull request on the vcpkg repository.

Optional Features

Formatting

If the program clang-format is found by CMake, the define CLANG_FORMAT_EXECUTABLE is set accordingly. In that case, the generated vulkan.hpp is formatted using the .clang-format file located in the root directory of this project. Otherwise, it's formatted as hard-coded in the generator.

Custom views of Vulkan-Hpp objects in Visual Studio

The file VulkanHpp.natvis provides a custom view on vk::Flags for Visual Studio. If you add this file to the user-specific natvis directory of your Visual Studio installation (%USERPROFILE%\Documents\Visual Studio 2022\Visualizers), you get vk::Flags nicely formatted in your debugger with all your Visual Studio projects.

Usage

namespace vk

To avoid name collisions with the Vulkan C API, the C++ bindings reside in the vk namespace. The following rules apply to the new naming:

In all other cases the extension suffix has not been removed.

In some cases it might be necessary to move Vulkan-Hpp to a custom namespace. This can be achieved by defining VULKAN_HPP_NAMESPACE before including Vulkan-Hpp.

Handles

Vulkan-Hpp declares a class for all handles to ensure full type safety and to add support for member functions on handles. A member function has been added to a handle class for each function which accepts the corresponding handle as first parameter. Instead of vkBindBufferMemory(device, ...) one can write device.bindBufferMemory(...) or vk::bindBufferMemory(device, ...).

namespace vk::raii

There is an additional header named vulkan_raii.hpp generated. That header holds raii-compliant wrapper classes for the handle types. That is, for e.g. the handle type VkInstance, there's a raii-compliant wrapper vk::raii::Instance. Please have a look at the samples using those classes in the directory RAII_Samples.

C/C++ Interop for Handles

On 64-bit platforms Vulkan-Hpp supports implicit conversions between C++ Vulkan handles and C Vulkan handles. On 32-bit platforms all non-dispatchable handles are defined as uint64_t, thus preventing type-conversion checks at compile time which would catch assignments between incompatible handle types. Due to that Vulkan-Hpp does not enable implicit conversion for 32-bit platforms by default and it is recommended to use a static_cast for the conversion like this: VkImage = static_cast<VkImage>(cppImage) to prevent converting some arbitrary int to a handle or vice versa by accident. If you're developing your code on a 64-bit platform, but want to compile your code for a 32-bit platform without adding the explicit casts, you can define VULKAN_HPP_TYPESAFE_CONVERSION to 1 in your build system or before including vulkan.hpp. On 64-bit platforms this define is set to 1 by default and can be set to 0 to disable implicit conversions.

Flags

The scoped enum feature adds type safety to the flags, but also prevents using the flag bits as input for bitwise operations such as & and |.

As solution Vulkan-Hpp provides a class template vk::Flags which brings the standard operations like &=, |=, &, and | to our scoped enums. Except for the initialization with 0 this class behaves exactly like a normal bitmask with the improvement that it is impossible to set bits not specified by the corresponding enum by accident. Here are a few examples for the bitmask handling:

vk::ImageUsageFlags iu1; // initialize a bitmask with no bit set
vk::ImageUsageFlags iu2 = {}; // initialize a bitmask with no bit set
vk::ImageUsageFlags iu3 = vk::ImageUsageFlagBits::eColorAttachment; // initialize with a single value
vk::ImageUsageFlags iu4 = vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eStorage; // or two bits to get a bitmask
PipelineShaderStageCreateInfo ci({} /* pass a flag without any bits set */, ...);

CreateInfo structs

When constructing a handle in Vulkan one usually has to create some CreateInfo struct which describes the new handle. This can result in quite lengthy code as can be seen in the following Vulkan C example:

VkImageCreateInfo ci;
ci.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
ci.pNext = nullptr;
ci.flags = ...some flags...;
ci.imageType = VK_IMAGE_TYPE_2D;
ci.format = VK_FORMAT_R8G8B8A8_UNORM;
ci.extent = VkExtent3D { width, height, 1 };
ci.mipLevels = 1;
ci.arrayLayers = 1;
ci.samples = VK_SAMPLE_COUNT_1_BIT;
ci.tiling = VK_IMAGE_TILING_OPTIMAL;
ci.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
ci.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
ci.queueFamilyIndexCount = 0;
ci.pQueueFamilyIndices = 0;
ci.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
vkCreateImage(device, &ci, allocator, &image);

There are two typical issues Vulkan developers encounter when filling out a CreateInfo struct field by field:

Especially the first one is hard to detect.

Vulkan-Hpp provides constructors for all CreateInfo objects which accept one parameter for each member variable. This way the compiler throws a compiler error if a value has been forgotten. In addition to this sType is automatically filled with the correct value and pNext set to a nullptr by default. Here's how the same code looks with a constructor:

vk::ImageCreateInfo ci({}, vk::ImageType::e2D, vk::Format::eR8G8B8A8Unorm,
                       { width, height, 1 },
                       1, 1, vk::SampleCountFlagBits::e1,
                       vk::ImageTiling::eOptimal, vk::ImageUsageFlagBits::eColorAttachment,
                       vk::SharingMode::eExclusive, 0, nullptr, vk::ImageLayout::eUndefined);
vk::Image image = device.createImage(ci);

With constructors for CreateInfo structures, one can also pass temporaries to Vulkan functions like this:

vk::Image image = device.createImage({{}, vk::ImageType::e2D, vk::Format::eR8G8B8A8Unorm,
                                     { width, height, 1 },
                                     1, 1, vk::SampleCountFlagBits::e1,
                                     vk::ImageTiling::eOptimal, vk::ImageUsageFlagBits::eColorAttachment,
                                     vk::SharingMode::eExclusive, 0, nullptr, vk::ImageLayout::eUndefined});

Designated Initializers

Beginning with C++20, C++ supports designated initializers. As that feature requires to not have any user-declared or inherited constructors, you have to #define VULKAN_HPP_NO_CONSTRUCTORS, which removes all the structure and union constructors from vulkan.hpp. Instead you can then use aggregate initialization. The first few vk-lines in your source might then look like:

// initialize the vk::ApplicationInfo structure
vk::ApplicationInfo applicationInfo{ .pApplicationName   = AppName,
                                     .applicationVersion = 1,
                                     .pEngineName        = EngineName,
                                     .engineVersion      = 1,
                                     .apiVersion         = VK_API_VERSION_1_1 };

// initialize the vk::InstanceCreateInfo
vk::InstanceCreateInfo instanceCreateInfo{ .pApplicationInfo = &applicationInfo };

instead of

// initialize the vk::ApplicationInfo structure
vk::ApplicationInfo applicationInfo(AppName, 1, EngineName, 1, VK_API_VERSION_1_1);

// initialize the vk::InstanceCreateInfo
vk::InstanceCreateInfo instanceCreateInfo({}, &applicationInfo);

Note, that the designator order needs to match the declaration order. Note as well, that now you can explicitly set the sType member of vk-structures. This is neither neccessary (as they are correctly initialized by default) nor recommended.

Passing Arrays to Functions using ArrayProxy

The Vulkan API has several places which require (count, pointer) as two function arguments and C++ has a few containers which map perfectly to this pair. To simplify development the Vulkan-Hpp bindings have replaced those argument pairs with the vk::ArrayProxy class template which accepts empty arrays and a single value as well as STL containers std::initializer_list, std::array and std::vector as argument for construction. This way a single generated Vulkan version can accept a variety of inputs without having the combinatoric explosion which would occur when creating a function for each container type.

Here are some code samples on how to use the vk::ArrayProxy:

vk::CommandBuffer c;

// pass an empty array
c.setScissor(0, nullptr);

// pass a single value. Value is passed as reference
vk::Rect2D scissorRect = { { 0, 0 }, { 640, 480 } };
c.setScissor(0, scissorRect);

// pass a temporary value.
c.setScissor(0, { { 0, 0 }, { 640, 480 } });

// pass a fixed size array
vk::Rect2D scissorRects[2] = { { { 0, 0 }, { 320, 240 } }, { { 320, 240 }, { 320, 240 } } };
c.setScissor(0, scissorRects);

// generate a std::initializer_list using two rectangles from the stack. This might generate a copy of the rectangles.
vk::Rect2D scissorRect1 = { { 0, 0 }, { 320, 240 } };
vk::Rect2D scissorRect2 = { { 320, 240 }, { 320, 240 } };
c.setScissor(0, { scissorRect, scissorRect2 });

// construct a std::initializer_list using two temporary rectangles.
c.setScissor(0, { { { 0, 0 }, { 320, 240 } },
                { { 320, 240 }, { 320, 240 } } });

// pass a std::array
std::array<vk::Rect2D, 2> arr{ scissorRect1, scissorRect2 };
c.setScissor(0, arr);

// pass a std::vector of dynamic size
std::vector<vk::Rect2D> vec;
vec.push_back(scissorRect1);
vec.push_back(scissorRect2);
c.setScissor(0, vec);

Passing Structs to Functions

Vulkan-Hpp generates references for pointers to structs. This conversion allows passing temporary structs to functions which can result in shorter code. In case the input is optional and thus accepting a null pointer, the parameter type will be vk::Optional<T> const&. This type accepts either a reference to T or nullptr as input and thus allows optional temporary structs.

// C
VkImageSubresource subResource;
subResource.aspectMask = 0;
subResource.mipLevel = 0;
subResource.arrayLayer = 0;
VkSubresourceLayout layout;
vkGetImageSubresourceLayout(device, image, &subresource, &layout);

// C++
auto layout = device.getImageSubresourceLayout(image, { {} /* flags*/, 0 /* miplevel */, 0 /* arrayLayer */ });

Structure Pointer Chains

Vulkan allows chaining of structures through the pNext pointer. Vulkan-Hpp has a variadic class template which allows constructing of such structure chains with minimal efforts. In addition to this it checks at compile time if the spec allows the construction of such a pNext chain.

// This will compile successfully.
vk::StructureChain<vk::MemoryAllocateInfo, vk::ImportMemoryFdInfoKHR> c;
vk::MemoryAllocateInfo &allocInfo = c.get<vk::MemoryAllocateInfo>();
vk::ImportMemoryFdInfoKHR &fdInfo = c.get<vk::ImportMemoryFdInfoKHR>();

// This will fail compilation since it's not valid according to the spec.
vk::StructureChain<vk::MemoryAllocateInfo, vk::MemoryDedicatedRequirementsKHR> c;
vk::MemoryAllocateInfo &allocInfo = c.get<vk::MemoryAllocateInfo>();
vk::ImportMemoryFdInfoKHR &fdInfo = c.get<vk::ImportMemoryFdInfoKHR>();

Vulkan-Hpp provides a constructor for these chains similar to the CreateInfo objects which accepts a list of all structures part of the chain. The pNext field is automatically set to the correct value:

vk::StructureChain<vk::MemoryAllocateInfo, vk::MemoryDedicatedAllocateInfo> c = {
  vk::MemoryAllocateInfo(size, type),
  vk::MemoryDedicatedAllocateInfo(image)
};

If one of the structures of a StructureChain is to be removed, maybe due to some optional settings, you can use the function vk::StructureChain::unlink<ClassType>(). It modifies the StructureChain such that the specified structure isn't part of the pNext-chain any more. Note, that the actual memory layout of the StructureChain is not modified by that function. In case that very same structure has to be re-added to the StructureChain again, use vk::StructureChain::relink<ClassType>().

Sometimes the user has to pass a preallocated structure chain to query information. For those cases there are two corresponding getter functions. One with a variadic template generating a structure chain of at least two elements to construct the return value:

// Query vk::MemoryRequirements2HR and vk::MemoryDedicatedRequirementsKHR when calling Device::getBufferMemoryRequirements2KHR:
auto result = device.getBufferMemoryRequirements2KHR<vk::MemoryRequirements2KHR, vk::MemoryDedicatedRequirementsKHR>({});
vk::MemoryRequirements2KHR &memReqs = result.get<vk::MemoryRequirements2KHR>();
vk::MemoryDedicatedRequirementsKHR &dedMemReqs = result.get<vk::MemoryDedicatedRequirementsKHR>();

To get just the base structure, without chaining, the other getter function provided does not need a template argument for the structure to get:

// Query just vk::MemoryRequirements2KHR
vk::MemoryRequirements2KHR memoryRequirements = device.getBufferMemoryRequirements2KHR({});

Return values, Error Codes & Exceptions

By default Vulkan-Hpp has exceptions enabled. This means that Vulkan-Hpp checks the return code of each function call which returns a vk::Result. If vk::Result is a failure a std::runtime_error will be thrown. Since there is no need to return the error code anymore the C++ bindings can now return the actual desired return value, i.e. a vulkan handle. In those cases vk::ResultValue<SomeType>::type is defined as the returned type.

To create a device you can now just write:

vk::Device device = physicalDevice.createDevice(createInfo);

Some functions allow more than just vk::Result::eSuccess to be considered as a success code. For those functions, we always return a vk::ResultValue<SomeType>. An example is acquireNextImage2KHR, that can be used like this:

vk::ResultValue<uint32_t> result = device->acquireNextImage2KHR(acquireNextImageInfo);
switch (result.result)
{
	case vk::Result::eSuccess:
		currentBuffer = result.value;
		break;
	case vk::Result::eTimeout:
	case vk::Result::eNotReady:
	case vk::Result::eSuboptimalKHR:
		// do something meaningful
		break;
	default:
		// should not happen, as other return codes are considered to be an error and throw an exception
		break;
}

As time passes, some vulkan functions might change, such that they start to support more result codes than vk::Result::eSuccess as a success code. That logical change would not be visible in the C API, but in the C++ API, as such a function would now return a vk::ResultValue<SomeType> instead of just SomeType. In such (rare) cases, you would have to adjust your cpp-sources to reflect that API change.

If exception handling is disabled by defining VULKAN_HPP_NO_EXCEPTIONS the type of vk::ResultValue<SomeType>::type is a struct holding a vk::Result and a SomeType. This struct supports unpacking the return values by using std::tie.

In case you don’t want to use the vk::ArrayProxy and return value transformation, you can still call the plain C-style function. Below are three examples showing the 3 ways to use the API:

The first snippet shows how to use the API without exceptions and the return value transformation:

// No exceptions, no return value transformation
vk::ShaderModuleCreateInfo createInfo(...);
vk::ShaderModule shader1;
vk::Result result = device.createShaderModule(&createInfo, allocator, &shader1);
if (result.result != vk::Result::eSuccess)
{
  handle error code;
  cleanup?
  return?
}

vk::ShaderModule shader2;
vk::Result result = device.createShaderModule(&createInfo, allocator, &shader2);
if (result != vk::Result::eSuccess)
{
  handle error code;
  cleanup?
  return?
}

The second snippet shows how to use the API using return value transformation, but without exceptions. It’s already a little bit shorter than the original code:

vk::ResultValue<ShaderModule> shaderResult1 = device.createShaderModule({...} /* createInfo temporary */);
if (shaderResult1.result != vk::Result::eSuccess)
{
  handle error code;
  cleanup?
  return?
}

// std::tie support.
vk::Result result;
vk::ShaderModule shaderModule2;
std::tie(result, shaderModule2) = device.createShaderModule({...} /* createInfo temporary */);
if (result != vk::Result::eSuccess)
{
  handle error code;
  cleanup?
  return?
}

A nicer way to unpack the result is using structured bindings in C++17. They will allow us to get the result with a single line of code:

auto [result, shaderModule2] = device.createShaderModule({...} /* createInfo temporary */);

Finally, the last code example is using exceptions and return value transformation. This is the default mode of the API.

vk::ShaderModule shader1;
vk::ShaderModule shader2;
try
{
  shader1 = device.createShaderModule({...});
  shader2 = device.createShaderModule({...});
}
catch(std::exception const &e)
{
  // handle error and free resources
}

[!IMPORTANT] The vulkan handles in the vk-namespace do not support RAII, hence you need to cleanup your resources in the error handler! Instead, you could use the handle wrapper classes in the vk::raii-namespace.

C++17: [[nodiscard]]

With C++17 and above, some functions are attributed with [[nodiscard]], resulting in a warning if you don't use the return value in any way. You can switch those warnings off by defining VULKAN_HPP_NO_NODISCARD_WARNINGS.

Enumerations

For the return value transformation, there's one special class of return values which require special handling: Enumerations. For enumerations you usually have to write code like this:

std::vector<LayerProperties, Allocator> properties;
uint32_t propertyCount;
vk::Result result;
do
{
  // determine number of elements to query
  result = static_cast<vk::Result>(vk::enumerateDeviceLayerProperties(m_physicalDevice, &propertyCount, nullptr));
  if ((result == vk::Result::eSuccess) && propertyCount)
  {
    // allocate memory & query again
    properties.resize(propertyCount);
    result = static_cast<vk::Result>(vk::enumerateDeviceLayerProperties(m_physicalDevice, &propertyCount, reinterpret_cast
     <VkLayerProperties*>(properties.data())));
  }
} while (result == vk::Result::eIncomplete);
// it's possible that the count has changed, start again if properties was not big enough
properties.resize(propertyCount);

Since writing this loop over and over again is tedious and error prone the C++ binding takes care of the enumeration so that you can just write:

std::vector<LayerProperties> properties = physicalDevice.enumerateDeviceLayerProperties();

UniqueHandle for automatic resource management

Vulkan-Hpp provides a vk::UniqueHandle<Type, Deleter> interface. For each Vulkan handle type vk::Type there is a unique handle vk::UniqueType which will delete the underlying Vulkan resource upon destruction, e.g. vk::UniqueBuffer is the unique handle for vk::Buffer.

For each function which constructs a Vulkan handle of type vk::Type Vulkan-Hpp provides a second version which returns a vk::UniqueType. E.g. for vk::Device::createBuffer there is vk::Device::createBufferUnique and for vk::allocateCommandBuffers there is vk::allocateCommandBuffersUnique.

Note that using vk::UniqueHandle comes at a cost since most deleters have to store the vk::AllocationCallbacks and parent handle used for construction because they are required for automatic destruction.

SharedHandle

Vulkan-Hpp provides a vk::SharedHandle<Type> interface. For each Vulkan handle type vk::Type there is a shared handle vk::SharedType which will delete the underlying Vulkan resource upon destruction, e.g. vk::SharedBuffer is the shared handle for vk::Buffer.

Unlike vk::UniqueHandle, vk::SharedHandle takes shared ownership of the resource as well as its parent. This means that the parent handle will not be destroyed until all child resources are deleted. This is useful for resources that are shared between multiple threads or objects.

This mechanism ensures correct destruction order even if the parent vk::SharedHandle is destroyed before its child handle. Otherwise, the handle behaves like std::shared_ptr. vk::SharedInstance or any of its child object should be last to delete (first created, first in class declaration).

There are no functions which return a vk::SharedHandle directly yet. Instead, you can construct a vk::SharedHandle from a vk::Handle:

vk::Buffer buffer = device.createBuffer(...);
vk::SharedBuffer sharedBuffer(buffer, device); // sharedBuffer now owns the buffer

There are several specializations of vk::SharedHandle for different handle types. For example, vk::SharedImage may take an additional argument to specify if the image is owned by swapchain:

vk::Image image = swapchain.getImages(...)[0]; // get the first image from the swapchain
vk::SharedImage sharedImage(image, device, SwapChainOwns::yes); // sharedImage now owns the image, but won't destroy it

There is also a specialization for vk::SwapchainKHR which takes an additional argument to specify a surface:

vk::SwapchainKHR swapchain = device.createSwapchainKHR(...);
vk::SharedSwapchainKHR sharedSwapchain(swapchain, device, surface); // sharedSwapchain now owns the swapchain and surface

You can create a vk::SharedHandle overload for your own handle type or own shared handles by providing several template arguments to SharedHandleBase:

With this, provide a custom static destruction function internalDestroy, that takes in a parent handle and a handle to destroy. Don't forget to add a friend declaration for the base class.

// Example of a custom shared device, that takes in an instance as a parent
class shared_handle<VkDevice> : public vk::SharedHandleBase<VkDevice, vk::SharedInstance, shared_handle<VkDevice>>
{
  using base = vk::SharedHandleBase<VkDevice, vk::SharedInstance, shared_handle<VkDevice>>;
  friend base;

public:
  shared_handle() = default;
  explicit shared_handle(VkDevice handle, vk::SharedInstance parent) noexcept
    : base(handle, std::move(parent)) {}

  const auto& getParent() const noexcept
  {
    return getHeader();
  }

protected:
  static void internalDestroy(const vk::SharedInstance& /*control*/, VkDevice handle) noexcept
  {
    kDestroyDevice(handle);
  }
};

The API will be extended to provide creation functions in the future.

RAII-classes

In addition to vk::UniqueHandles and vk::SharedHandles, there's a set of wrapper classes for all the handle types that follow the RAII-paradigm (resource acquisition is initialization), provided in the vk::raii namespace.

While a vk::UniqueHandle mimics a handle wrapped by a std::unique_ptr, and a vk::SharedHandle mimics a handle wrapped by a std::shared_ptr, including parent information, a vk::raii::Handle is just a class that acquires the underlying vk-handle in its constructor and releases it in its destructor. Thus, you're free to use them as values or wrap them with some smart pointer.

Other than the vk::Handles, all those handle wrapper classes need to hold additional data, and thus are not binary identical with the vulkan C-handles.

As the vk::UniqueHandles and the vk::SharedHandles use the same dispatcher as the vk::Handles, they can be easily mixed-and-matched. The vk::raii::Handles use some slightly different dispatchers and thus are not compatible with the other handles! That is, for the vk-Handles, the vk::UniqueHandles, and the vk::SharedHandles, you need to instantiate a global dispatcher as described in https://github.com/KhronosGroup/Vulkan-Hpp#extensions--per-device-function-pointers. For the vk::raii-Handles, this is not needed, as they maintain their own dispatchers. The big advantage here is when you have multiple devices: the functions called via the vk::raii-Handles always call the device specific functions.

Custom allocators

Sometimes it is required to use std::vector with custom allocators. Vulkan-Hpp supports vectors with custom allocators as input for vk::ArrayProxy and for functions which do return a vector. For the latter case, add your favorite custom allocator as template argument to the function call like this:

std::vector<LayerProperties, MyCustomAllocator> properties = physicalDevice.enumerateDeviceLayerProperties<MyCustomAllocator>();

You can also use a stateful custom allocator by providing it as an argument to those functions. Unfortunately, to make the compilers happy, you also need to explicitly set the Dispatch argument. To get the default there, a simple {} would suffice:

MyStatefulCustomAllocator allocator;
std::vector<LayerProperties, MyStatefulCustomAllocator> properties = physicalDevice.enumerateDeviceLayerProperties(allocator, {});

Custom assertions

All over vulkan.hpp, there are a couple of calls to an assert function. By defining VULKAN_HPP_ASSERT, you can specifiy your own custom assert function to be called instead.

By default, VULKAN_HPP_ASSERT_ON_RESULT will be used for checking results when VULKAN_HPP_NO_EXCEPTIONS is defined. If you want to handle errors by yourself, you can disable/customize it just like VULKAN_HPP_ASSERT.

There are a couple of static assertions for each handle class and each struct in the file vulkan_static_assertions.hpp. You might include that file in at least one of your source files. By defining VULKAN_HPP_STATIC_ASSERT, you can specify your own custom static assertion to be used for those cases. That is, by defining it to be a NOP, you can reduce your compilation time a little.

Extensions / Per Device function pointers

The Vulkan loader exposes only the Vulkan core functions and a limited number of extensions. To use Vulkan-Hpp with extensions it's required to have either a library which provides stubs to all used Vulkan functions or to tell Vulkan-Hpp to dispatch those functions pointers. Vulkan-Hpp provides a per-function dispatch mechanism by accepting a dispatch class as last parameter in each function call. The dispatch class must provide a callable type for each used Vulkan function. Vulkan-Hpp provides one implementation, DispatchLoaderDynamic, which fetches all function pointers known to the library.

// Providing a function pointer resolving vkGetInstanceProcAddr, just the few functions not depending an an instance or a device are fetched
vk::DispatchLoaderDynamic dld(getInstanceProcAddr);

// Providing an already created VkInstance and a function pointer resolving vkGetInstanceProcAddr, all functions are fetched
vk::DispatchLoaderDynamic dldi(instance, getInstanceProcAddr);

// Providing also an already created VkDevice and optionally a function pointer resolving vkGetDeviceProcAddr, all functions are fetched as well, but now device-specific functions are fetched via vkDeviceGetProcAddr.
vk::DispatchLoaderDynamic dldid( nstance, getInstanceProcAddr, device);

// Pass dispatch class to function call as last parameter
device.getQueue(graphics_queue_family_index, 0, &graphics_queue, dldid);

To use the vk::DispatchLoaderDynamic as the default dispatcher (means: you don't need to explicitly add it to every function call), you need to #define VULKAN_HPP_DISPATCH_LOADER_DYNAMIC 1, and have the macro VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE exactly once in your source code to provide storage for that default dispatcher. Then you can use it by the macro VULKAN_HPP_DEFAULT_DISPATCHER, as is shown in the code snippets below. Creating a full featured vk::DispatchLoaderDynamic is a two- to three-step process, where you have three choices for the first step:

  1. Before any call into a vk-function you need to initialize the dynamic dispatcher by one of three methods
    VULKAN_HPP_DEFAULT_DISPATCHER.init();
    YourDynamicLoader ydl;
    VULKAN_HPP_DEFAULT_DISPATCHER.init(ydl);

[!NOTE] You need to keep that dynamic loader object alive until after the last call to a vulkan function in your program. For example by making it static, or storing it globally.

    PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr = your_own_function_pointer_getter();
    VULKAN_HPP_DEFAULT_DISPATCHER.init(vkGetInstanceProcAddr);
  1. initialize it with a vk::Instance to get all the other function pointers:
    vk::Instance instance = vk::createInstance({}, nullptr);
    VULKAN_HPP_DEFAULT_DISPATCHER.init(instance);
  1. optionally initialize it with a vk::Device to get device-specific function pointers
    std::vector<vk::PhysicalDevice> physicalDevices = instance.enumeratePhysicalDevices();
    assert(!physicalDevices.empty());
    vk::Device device = physicalDevices[0].createDevice({}, nullptr);
    VULKAN_HPP_DEFAULT_DISPATCHER.init(device);

After the second step above, the dispatcher is fully functional. Adding the third step can potentially result in more efficient code. But if you intend to use multiple devices, you could just omit that third step and let the driver do the device-dispatching.

In some cases the storage for the DispatchLoaderDynamic should be embedded in a DLL. For those cases you need to define VULKAN_HPP_STORAGE_SHARED to tell Vulkan-Hpp that the storage resides in a DLL. When compiling the DLL with the storage it is also required to define VULKAN_HPP_STORAGE_SHARED_EXPORT to export the required symbols.

For all functions, that VULKAN_HPP_DEFAULT_DISPATCHER is the default for the last argument to that function. If you want to explicitly provide the dispatcher for each and every function call (when you have multiple dispatchers for different devices, for example) and you want to make sure, that you don't accidentally miss any function call, you can define VULKAN_HPP_NO_DEFAULT_DISPATCHER before you include vulkan.hpp to remove that default argument.

Type traits

vulkan.hpp provides a couple of type traits, easing template metaprogramming:

vk::Format trait functions

With the additional header vulkan_format_traits.hpp, a couple of trait functions on vk::Format are provided. With C++14 and above, all those functions are marked as constexpr, that is with appropriate arguments, they are resolved at compile time.

Hashing Vulkan types

With the additional header vulkan_hash.hpp, you get specializations of std::hash for the handle wrapper classes and, with C++14, for the structure wrappers. With VULKAN_HPP_HASH_COMBINE, you can define your own hash combining algorithm for the structure elements.

Extension Inspection

With the additional header vulkan_extension_inspection.hpp, some functions to inspect extensions are provided. With C++20 and above, some of those functions are marked as constexpr, that is with appropriate arguments, they are resolved at compile time. Each extension is identified by a string holding its name. Note that there exists a define with that name for each extension. Some functions might provide information that depends on the vulkan version. As all functions here work solely on strings, the vulkan versions are encoded by a string beginning with "VK_VERSION_", followed by the major and the minor version, separated by an undersore, like this: "VK_VERSION_1_0".

C++20 named module

[!WARNING] The current version of Microsoft Visual Studio 2022 is not able to handle the vulkan.cppm module. A bug is filed (https://developercommunity.visualstudio.com/t/On-building-a-C20-module:-fatal--error/10469799#T-ND10485943). You can at least use this feature if you don't need or want to use vk::UniqueHandle or vk::SharedHandle by defining VULKAN_HPP_NO_SMART_HANDLE.

Overview

Vulkan-Hpp provides a C++ named module, vulkan_hpp in vulkan.cppm. C++ modules are intended to supersede header files. Modules have potential to drastically improve compilation times for large projects, as declarations and definitions may be easily shared across translation units without repeatedly parsing headers. Vulkan-Hpp has some extremely long headers (e.g. vulkan_structs.hpp), and the C++ module is likely to shorten compile times for projects currently using it.

Compiler support

This feature requires a recent compiler with complete C++20 support:

If you intend to use CMake's C++ module support (and possibly Ninja), then more recent tools are required:

[!WARNING] The Vulkan-Hpp C++ named module is still experimental. Some suggested ways to use it in your projects are below. The long-term goal is to submit patches to the CMake FindVulkan module so that users may transparently configure the named module, without needing to declare it as an additional library in consumer CMake code.

Usage with CMake

CMake is recommended for use with the Vulkan-Hpp named module, as it provides a convenient platform-agnostic way to configure your project. CMake version 3.28 or later is required to support C++ modules. Refer to the CMake documentation on the topic.

CMake provides the FindVulkan module, which may be used to source the Vulkan SDK and Vulkan headers on your system.

# find Vulkan SDK
find_package( Vulkan REQUIRED )

# Require Vulkan version ≥ 1.3.256 (earliest version when the Vulkan module was available)
if( ${Vulkan_VERSION} VERSION_LESS "1.3.256" )
  message( FATAL_ERROR "Minimum required Vulkan version for C++ modules is 1.3.256. "
           "Found ${Vulkan_VERSION}."
  )
endif()

# set up Vulkan C++ module as a library
add_library( VulkanHppModule )
target_sources( VulkanHppModule PRIVATE
  FILE_SET CXX_MODULES
  BASE_DIRS ${Vulkan_INCLUDE_DIR}
  FILES ${Vulkan_INCLUDE_DIR}/vulkan/vulkan.cppm
)
target_compile_features( VulkanHppModule PUBLIC cxx_std_20 )
target_link_libraries( VulkanHppModule PUBLIC Vulkan::Vulkan )

# link Vulkan C++ module into your project
add_executable( YourProject main.cpp )
target_link_libraries( YourProject PRIVATE VulkanHppModule )

Configuring the named module is straightforward; add any required Vulkan-Hpp feature macros (listed in Configuration Options) to target_compile_definitions. For instance:

# Disable exceptions, disable smart handles, disable constructors
target_compile_definitions( VulkanHppModule PRIVATE
  VULKAN_HPP_NO_EXCEPTIONS
  VULKAN_HPP_NO_SMART_HANDLE
  VULKAN_HPP_NO_CONSTRUCTORS
)

It is important to have VULKAN_HPP_DISPATCH_LOADER_DYNAMIC defined equally for both the module and an importing project. To use the dynamic dispatcher, set it to 1; otherwise, leave it undefined or set it to 0. In CMake, do this in a single line with target_compile_definitions and the PUBLIC scope:

target_compile_definitions( VulkanHppModule PUBLIC
  VULKAN_HPP_DISPATCH_LOADER_DYNAMIC=1
)
# ...
target_link_libraries( YourProject PRIVATE VulkanHppModule )

Furthermore, you may also prefer linking VulkanHppModule to just the Vulkan::Headers target with the PUBLIC scope instead of Vulkan::Vulkan, so that the vulkan-1 library is not linked in, and the Vulkan headers are available to your consuming project, as detailed further below.

target_link_libraries( VulkanHppModule PUBLIC Vulkan::Headers )

Finally, supply the macro VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE exactly once in your source code, just as in the non-module case. In order to have that macro available, include vulkan_hpp_macros.hpp, a lightweight header providing all Vulkan-Hpp related macros and defines. And as explained above, you need to initialize that dispatcher in two or three steps:

import vulkan_hpp;

#include <vulkan/vulkan_hpp_macros.hpp>

#if VULKAN_HPP_DISPATCH_LOADER_DYNAMIC == 1
VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE
#endif

auto main(int argc, char* const argv[]) -> int
{
#if ( VULKAN_HPP_DISPATCH_LOADER_DYNAMIC == 1 )
    // initialize minimal set of function pointers
    VULKAN_HPP_DEFAULT_DISPATCHER.init();
#endif

  auto appInfo = vk::ApplicationInfo("My App", 1, "My Engine", 1, vk::makeApiVersion(1, 0, 0, 0));
  // ...
}

An example is provided in tests/Cpp20Modules/Cpp20Modules.cpp.

Finally, you can configure and build your project as usual. Note that CMake currently only supports the Ninja and Visual Studio generators for C++ modules.

Command-line usage

If you want to use the Vulkan-Hpp C++ module without CMake, you must first pre-compile it, and then import it into your project. You will also need to define any macros that control various features of Vulkan-Hpp, such as VULKAN_HPP_NO_EXCEPTIONS and VULKAN_HPP_NO_SMART_HANDLE. Different compilers have different command-lines for module pre-compilation; however, for initial use, some examples are provided below, assuming the same main.cpp consumer as above.

For MSVC, source vcvars64.bat or use a Developer Command Prompt/Developer PowerShell instance, and run the following:

cl.exe /std:c++20 /interface /TP <path-to-vulkan-hpp>\vulkan.cppm
cl.exe /std:c++20 /reference vulkan=vulkan.ifc main.cpp vulkan.obj
.\main.exe

For Clang, run the following:

clang++ -std=c++20 <path-to-vulkan-hpp>/vulkan.cppm -precompile -o vulkan.pcm
clang++ -std=c++20 -fprebuilt-module-path=. main.cpp vulkan.pcm -o main
./main

More information about module compilation may be found at the respective compiler's documentation:

Samples and Tests

When you configure your project using CMake, you can enable SAMPLES_BUILD to add some sample projects to your solution. Most of them are ports from the LunarG samples, but there are some more, like CreateDebugUtilsMessenger, InstanceVersion, PhysicalDeviceDisplayProperties, PhysicalDeviceExtensions, PhysicalDeviceFeatures, PhysicalDeviceGroups, PhysicalDeviceMemoryProperties, PhysicalDeviceProperties, PhysicalDeviceQueueFamilyProperties, and RayTracing. All those samples should just compile and run. When you configure your project using CMake, you can enable TESTS_BUILD to add some test projects to your solution. Those tests are just compilation tests and are not required to run.

Compile time issues

As vulkan.hpp is pretty big, some compilers might need some time to digest all that stuff. In order to potentially reduce the time needed to compile that header, a couple of defines will be introduced, that allow you to hide certain features. Whenever you don't need that corresponding feature, defining that value might improve your compile time. Currently, there are just a couple of such defines:

Strict aliasing issue

As Vulkan-Hpp often needs to switch between C++ vk-types and corresponding bit-identical C-types, using reinterpret_cast, it is highly recommended to use the compile option -fno-strict-aliasing to prevent potentially breaking compile optimizations.

Configuration Options

There are a couple of defines you can use to control the feature set and behaviour of vulkan.hpp:

VULKAN_HPP_ASSERT

At various places in vulkan.hpp an assertion statement is used. By default, the standard assert funtions from <cassert> is called. By defining VULKAN_HPP_ASSERT before including vulkan.hpp, you can change that to any function with the very same interface.

VULKAN_HPP_ASSERT_ON_RESULT

If there are no exceptions enabled (see VULKAN_HPP_NO_EXCEPTIONS), an assertion statement checks for a valid success code returned from every vulkan call. By default, this is the very same assert function as defined by VULKAN_HPP_ASSERT, but by defining VULKAN_HPP_ASSERT_ON_RESULT you can replace just those assertions with your own function, using the very same interface.

VULKAN_HPP_DEFAULT_DISPATCHER

Every vk-function gets a Dispatcher as its very last argument, which defaults to VULKAN_HPP_DEFAULT_DISPATCHER. If VULKAN_HPP_DISPATCH_LOADER_DYNAMIC is defined to be 1, it is defaultDispatchLoaderDynamic. This in turn is the dispatcher instance, which is defined by VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE, which has to be used exactly once in your sources. If, on the other hand, VULKAN_HPP_DISPATCH_LOADER_DYNAMIC is defined to something different from 1, VULKAN_HPP_DEFAULT_DISPATCHER is set to be DispatchLoaderStatic(). You can use your own default dispatcher by setting VULKAN_HPP_DEFAULT_DISPATCHER to an object that provides the same API. If you explicitly set VULKAN_HPP_DEFAULT_DISPATCHER, you need to set VULKAN_HPP_DEFAULT_DISPATCHER_TYPE accordingly as well.

VULKAN_HPP_DEFAULT_DISPATCHER_TYPE

This names the default dispatcher type, as specified by VULKAN_HPP_DEFAULT_DISPATCHER. Per default, it is DispatchLoaderDynamic or DispatchLoaderStatic, depending on VULKAN_HPP_DISPATCH_LOADER_DYNAMIC being 1 or not 1, respectively. If you explicitly set VULKAN_HPP_DEFAULT_DISPATCHER, you need to set VULKAN_HPP_DEFAULT_DISPATCHER_TYPE accordingly as well.

VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE

If you have not defined your own VULKAN_HPP_DEFAULT_DISPATCHER, and have VULKAN_HPP_DISPATCH_LOADER_DYNAMIC defined to be 1 (the default), you need to have the macro VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE exactly once in any of your source files to provide storage for that default dispatcher. VULKAN_HPP_STORAGE_API then controls the import/export status of that default dispatcher.

VULKAN_HPP_DISABLE_ENHANCED_MODE

When this is defined before including vulkan.hpp, you essentially disable all enhanced functionality. All you then get is:

If this is not defined, you additionally get:

VULKAN_HPP_DISPATCH_LOADER_DYNAMIC

This either selects the dynamic (when it's 1) or the static (when it's not 1) DispatchLoader as the default one, as long as it's not explicitly specified by VULKAN_HPP_DEFAULT_DISPATCHER. By default, this is defined to be 1 if VK_NO_PROTOTYPES is defined, otherwise 0.

VULKAN_HPP_ENABLE_DYNAMIC_LOADER_TOOL

By default, a little helper class DynamicLoader is used to dynamically load the vulkan library. If you set it to something different than 1 before including vulkan.hpp, this helper is not available, and you need to explicitly provide your own loader type for the function DispatchLoaderDynamic::init().

VULKAN_HPP_EXPECTED

When this is not externally defined and VULKAN_HPP_CPP_VERSION is at least 23, VULKAN_HPP_EXPECTED is defined to be std::expected, and VULKAN_HPP_UNEXPECTED is defined to be std::unexpected.

VULKAN_HPP_FLAGS_MASK_TYPE_AS_PUBLIC

By default, the member m_mask of the Flags class template is private. This is to prevent accidentally setting a Flags with some inappropriate value. But it also prevents using a Flags, or a structure holding a Flags, to be used as a non-type template parameter. If you really need that functionality, and accept the reduced security, you can use this define to change the access specifier for m_mask from private to public, which allows using a Flags as a non-type template parameter.

VULKAN_HPP_HANDLES_MOVE_EXCHANGE

This define can be used to enable m_handle = exchange( rhs.m_handle, {} ) in move constructors of Vulkan-Hpp handles, which default-initializes the rhs underlying value. By default Vulkan-Hpp handles behave like trivial types -- move constructors copying value.

VULKAN_HPP_HASH_COMBINE

This define can be used to specify your own hash combiner function. In order to determine the hash of a vk-structure, the hashes of the members of that struct are to be combined. This is done by this define, which by default is identical to what the function boost::hash_combine() does. It gets the type of the to-be-combined value, the seed, which is the combined value up to that point, and finally the to-be-combined value. This hash calculation determines a "shallow" hash, as it takes the hashes of any pointer in a structure, and not the hash of a pointed-to value.

VULKAN_HPP_INLINE

This is set to be the compiler-dependent attribute used to mark functions as inline. If your compiler happens to need some different attribute, you can set this define accordingly before including vulkan.hpp.

VULKAN_HPP_NAMESPACE

By default, the namespace used with vulkan.hpp is vk. By defining VULKAN_HPP_NAMESPACE before including vulkan.hpp, you can adjust this.

VULKAN_HPP_NO_TO_STRING

By default, the file vulkan_to_string.hpp is included by vulkan.hpp and provides functions vk::to_string for enums and bitmasks. If you don't need those functions, you can define VULKAN_HPP_NO_TO_STRING to prevent that inclusion. If you have certain files where you want to use those functions nevertheless, you can explicitly include vulkan_to_string.hpp there.

VULKAN_HPP_NO_CONSTRUCTORS

With C++20, designated initializers are available. Their use requires the absence of any user-defined constructors. Define VULKAN_HPP_NO_CONSTRUCTORS to remove constructors from structs and unions.

VULKAN_HPP_NO_EXCEPTIONS

When a vulkan function returns an error code that is not specified to be a success code, an exception is thrown unless VULKAN_HPP_NO_EXCEPTIONS is defined before including vulkan.hpp.

VULKAN_HPP_NO_NODISCARD_WARNINGS

With C++17, all vk-functions returning something are declared with the attribute [[nodiscard]]. This can be removed by defining VULKAN_HPP_NO_NODISCARD_WARNINGS before including vulkan.hpp.

VULKAN_HPP_NO_SETTERS

By defining VULKAN_HPP_NO_SETTERS before including vulkan.hpp, setter member functions will not be available within structs and unions. Modifying their data members will then only be possible via direct assignment.

VULKAN_HPP_NO_SMART_HANDLE

By defining VULKAN_HPP_NO_SMART_HANDLE before including vulkan.hpp, the helper class vk::UniqueHandle and all the unique handle types are not available.

VULKAN_HPP_NO_SPACESHIP_OPERATOR

With C++20, the so-called spaceship-operator <=> is introduced. If that operator is supported, all the structs and classes in vulkan.hpp use the default implementation of it. As currently some implementations of this operator are very slow, and others seem to be incomplete, by defining VULKAN_HPP_NO_SPACESHIP_OPERATOR before including vulkan.hpp you can remove that operator from those structs and classes.

VULKAN_HPP_NO_WIN32_PROTOTYPES

By default, if VULKAN_HPP_ENABLE_DYNAMIC_LOADER_TOOL is enabled on Win32, vulkan.hpp declares HINSTANCE, LoadLibraryA, and other required symbols. It could cause conflicts with the Windows.h alternatives, such as WindowsHModular. With this define, you can disable these declarations, but you will have to declare them before the vulkan.hpp is included.

VULKAN_HPP_RAII_NO_EXCEPTIONS

If both, VULKAN_HPP_NO_EXCEPTIONS and VULKAN_HPP_EXPECTED are defined, the vk::raii-classes don't throw exceptions. That is, the actual constructors are not available, but the creation-functions must be used. For more details have a look at the vk_raii_ProgrammingGuide.md.

VULKAN_HPP_SMART_HANDLE_IMPLICIT_CAST

Even though vk::UniqueHandle and vk::SharedHandle are semantically close to pointers, an implicit cast operator to the underlying vk::Handle might be handy. You can add that implicit cast operator by defining VULKAN_HPP_SMART_HANDLE_IMPLICIT_CAST.

VULKAN_HPP_STORAGE_API

With this define you can specify whether the DispatchLoaderDynamic is imported or exported (see VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE). If VULKAN_HPP_STORAGE_API is not defined externally, and VULKAN_HPP_STORAGE_SHARED is defined, depending on the VULKAN_HPP_STORAGE_SHARED_EXPORT being defined, VULKAN_HPP_STORAGE_API is either set to __declspec( dllexport ) (for MSVC) / __attribute__( ( visibility( "default" ) ) ) (for gcc or clang) or __declspec( dllimport ) (for MSVC), respectively. For other compilers, you might specify the corresponding storage by defining VULKAN_HPP_STORAGE_API on your own.

VULKAN_HPP_TYPESAFE_CONVERSION

32-bit vulkan is not typesafe for non-dispatchable handles, so we don't allow copy constructors on this platform by default. To enable this feature on 32-bit platforms, #define VULKAN_HPP_TYPESAFE_CONVERSION 1. To disable this feature on 64-bit platforms, #define VULKAN_HPP_TYPESAFE_CONVERSION 0.

VULKAN_HPP_UNEXPECTED

See VULKAN_HPP_EXPECTED.

VULKAN_HPP_USE_REFLECT

With this define you can include a reflection mechanism on the vk-structures. It adds a function reflect that returns a tuple-version of the structure. That tuple then could easily be iterated. But at least for now, that feature takes lots of compile-time resources, so currently it is recommended to enable that feature only if you're willing to pay that price.

See Also

Feel free to submit a PR to add to this list.

License

Copyright 2015-2020 The Khronos Group Inc.

Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.