Deinitialising Vulkan#

Once the application is finished, you must free the memory and clean up the system.

All of the previously initialised Vulkan objects are destroyed in the reverse order to which they were created. Any memory that had been allocated for various buffers is also freed. This ensures everything is cleaned up correctly. View in context.

void VulkanHelloAPI::deinitialize()
{
    // Wait for the device to have finished all operations before starting the clean up.
    debugAssertFunctionResult(vk::DeviceWaitIdle(appManager.device), "Device Wait for Idle");

    // Destroy the fence used to sync work between the CPU and GPU.
    vk::WaitForFences(appManager.device, static_cast<uint32_t>(appManager.frameFences.size()), appManager.frameFences.data(), true, uint64_t(-1));
    vk::ResetFences(appManager.device, static_cast<uint32_t>(appManager.frameFences.size()), appManager.frameFences.data());
    for (auto& fence : appManager.frameFences) { vk::DestroyFence(appManager.device, fence, nullptr); }

    // Destroy the semaphores used for image acquisition and rendering.
    for (auto& semaphore : appManager.acquireSemaphore) { vk::DestroySemaphore(appManager.device, semaphore, nullptr); }

    for (auto& semaphore : appManager.presentSemaphores) { vk::DestroySemaphore(appManager.device, semaphore, nullptr); }

    // Free the memory allocated for the descriptor sets.
    vk::FreeDescriptorSets(appManager.device, appManager.descriptorPool, 1, &appManager.staticDescSet);
    vk::FreeDescriptorSets(appManager.device, appManager.descriptorPool, 1, &appManager.dynamicDescSet);

    // Destroy both the descriptor layouts and descriptor pool.
    vk::DestroyDescriptorSetLayout(appManager.device, appManager.staticDescriptorSetLayout, nullptr);
    vk::DestroyDescriptorSetLayout(appManager.device, appManager.dynamicDescriptorSetLayout, nullptr);
    vk::DestroyDescriptorPool(appManager.device, appManager.descriptorPool, nullptr);

    // Destroy the uniform buffer and free the memory.
    vk::DestroyBuffer(appManager.device, appManager.dynamicUniformBufferData.buffer, nullptr);
    vk::FreeMemory(appManager.device, appManager.dynamicUniformBufferData.memory, nullptr);

    // Destroy the pipeline followed by the pipeline layout.
    vk::DestroyPipeline(appManager.device, appManager.pipeline, nullptr);
    vk::DestroyPipelineLayout(appManager.device, appManager.pipelineLayout, nullptr);

    // Destroy the texture image.
    vk::DestroyImage(appManager.device, appManager.texture.image, nullptr);

    // Destroy the texture image view.
    vk::DestroyImageView(appManager.device, appManager.texture.view, nullptr);

    // Free the memory allocated for the texture.
    vk::FreeMemory(appManager.device, appManager.texture.memory, nullptr);

    // Destroy the sampler.
    vk::DestroySampler(appManager.device, appManager.texture.sampler, nullptr);

    // Destroy then free the memory for the vertex buffer.
    vk::DestroyBuffer(appManager.device, appManager.vertexBuffer.buffer, nullptr);
    vk::FreeMemory(appManager.device, appManager.vertexBuffer.memory, nullptr);

    // Iterate through each of the framebuffers and destroy them.
    for (uint32_t i = 0; i < appManager.frameBuffers.size(); i++) { vk::DestroyFramebuffer(appManager.device, appManager.frameBuffers[i], nullptr); }

    // Destroy the two shader modules - vertex and fragment.
    vk::DestroyShaderModule(appManager.device, appManager.shaderStages[0].module, nullptr);
    vk::DestroyShaderModule(appManager.device, appManager.shaderStages[1].module, nullptr);

    // Destroy the render pass.
    vk::DestroyRenderPass(appManager.device, appManager.renderPass, nullptr);

    // Clean up the swapchain image views.
    for (auto& imagebuffers : appManager.swapChainImages) { vk::DestroyImageView(appManager.device, imagebuffers.view, nullptr); }

    // Free the allocated memory in the command buffers.
    vk::FreeCommandBuffers(appManager.device, appManager.commandPool, static_cast<uint32_t>(appManager.cmdBuffers.size()), appManager.cmdBuffers.data());

    // Destroy the command pool.
    vk::DestroyCommandPool(appManager.device, appManager.commandPool, nullptr);

    // Clean up the swapchain.
    vk::DestroySwapchainKHR(appManager.device, appManager.swapchain, nullptr);

    // Clean up the surface.
    vk::DestroySurfaceKHR(appManager.instance, appManager.surface, nullptr);

    // Destroy the logical device.
    vk::DestroyDevice(appManager.device, nullptr);
}