A utility class from a personal project for managing a heap of
descriptors of a particular layout.
Allows the display graphics pipeline to be successfully created,
satisfying its descriptor layout issues.
Instead of operating directly on the swapchain images, we have our own
top/bottom framebuffer images that will be rendered to independent of
having an available swapchain. The images are blitted into the swapchain
images, allowing for resizing too!
Headlessly creates a new vulkan instance, with conditional MacOS
support, and enables the `VK_EXT_debug_utils` instance-extension with a
debug-messenger to hook onto validation layer messages.
A lot of the architecture of the emulator here does not allow for vulkan
to initialize easily since it involves a bit of data to be exchanged
between SDL and Vulkan. This commit just adds the foundational linkage
and library code for vulkan support.
Rather than declaring a big C++ literal for these strings, they are now
proper `.vert` and `.frag` files that will become embedded into the
application at build-time. It also allows for clang-format to format the
glsl files the same as our C++ code. CMake will also automatically track
and re-embed the file if it detects that the glsl source files have
changed since the last build. Ex, making a change to
`opengl_display.frag` and compiling will automatically recompile and
link the resource-target that it is associated with.
Allows the OpenGL backend to be fully disabled, continuing a modular
pattern of having multiple possible rendering backends. Also defines the
`ENABLE_OPENGL` preprocessor in the case of conditional source-file
changes depending on the rendering backend.
Rather than having the entire implementation within `emulator.cpp`,
causing incremental builds to be much slower, give it its own
translation unit `stb_image_write.c`.