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Connecting fireEngine to its first Vulkan device

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@nnewson nnewson released this 31 Jul 20:47
27a00b3

Connecting fireEngine to its first Vulkan device

This release takes fireEngine beyond instance creation and connects it to the window system and a usable Vulkan 1.4 device.

fireEngine now creates a GLFW window and Vulkan surface, evaluates the available physical devices, and reports why unsuitable devices were rejected. Once a suitable device is found, it creates the logical device and retrieves the graphics and presentation queues needed by the renderer.

The startup code has also been separated into clearer core, platform, and rendering components. Vulkan loading is handled through vcpkg without requiring a configured SDK environment, while validation and failure reporting provide more useful diagnostics during development.

Included in this release

  • GLFW window and Vulkan surface creation.
  • Vulkan 1.4 physical-device selection.
  • Graphics and presentation queue-family discovery.
  • Swapchain, surface format, and presentation-mode checks.
  • Dynamic rendering and synchronization2 feature validation.
  • Logical-device and queue creation.
  • Optional Vulkan validation with debug messages.
  • Structured, noexcept logging with source locations.
  • Public Doxygen documentation and CI-generated HTML.
  • Linux, macOS, and Windows build coverage.

No rendering happens yet—the window closes once startup succeeds. The next milestone can build the swapchain and begin presenting images