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69d27a69cd
Dzmitry Malyshau Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]). There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically. [1] https://github.com/gfx-rs/portability [2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
279 lines
10 KiB
C
279 lines
10 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 2017, Mark Callow
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_vulkan.h
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*
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* Header file for functions to creating Vulkan surfaces on SDL windows.
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*/
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#ifndef SDL_vulkan_h_
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#define SDL_vulkan_h_
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Avoid including vulkan.h, don't define VkInstance if it's already included */
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#ifdef VULKAN_H_
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#define NO_SDL_VULKAN_TYPEDEFS
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#endif
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#ifndef NO_SDL_VULKAN_TYPEDEFS
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#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
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#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
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#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
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#else
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#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
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#endif
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VK_DEFINE_HANDLE(VkInstance)
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VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
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#endif /* !NO_SDL_VULKAN_TYPEDEFS */
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typedef VkInstance SDL_vulkanInstance;
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typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */
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/**
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* \name Vulkan support functions
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*
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* \note SDL_Vulkan_GetInstanceExtensions & SDL_Vulkan_CreateSurface API
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* is compatable with Tizen's implementation of Vulkan in SDL.
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*/
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/* @{ */
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/**
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* \brief Dynamically load a Vulkan loader library.
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*
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* \param [in] path The platform dependent Vulkan loader library name, or
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* \c NULL.
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*
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* \return \c 0 on success, or \c -1 if the library couldn't be loaded.
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*
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* If \a path is NULL SDL will use the value of the environment variable
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* \c SDL_VULKAN_LIBRARY, if set, otherwise it loads the default Vulkan
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* loader library.
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*
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* This should be called after initializing the video driver, but before
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* creating any Vulkan windows. If no Vulkan loader library is loaded, the
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* default library will be loaded upon creation of the first Vulkan window.
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*
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* \note It is fairly common for Vulkan applications to link with \a libvulkan
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* instead of explicitly loading it at run time. This will work with
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* SDL provided the application links to a dynamic library and both it
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* and SDL use the same search path.
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*
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* \note If you specify a non-NULL \c path, an application should retrieve all
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* of the Vulkan functions it uses from the dynamic library using
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* \c SDL_Vulkan_GetVkGetInstanceProcAddr() unless you can guarantee
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* \c path points to the same vulkan loader library the application
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* linked to.
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*
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* \note On Apple devices, if \a path is NULL, SDL will attempt to find
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* the vkGetInstanceProcAddr address within all the mach-o images of
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* the current process. This is because it is fairly common for Vulkan
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* applications to link with libvulkan (and historically MoltenVK was
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* provided as a static library). If it is not found then, on macOS, SDL
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* will attempt to load \c vulkan.framework/vulkan, \c libvulkan.1.dylib,
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* followed by \c libvulkan.dylib, in that order.
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* On iOS SDL will attempt to load \c libvulkan.dylib only. Applications
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* using a dynamic framework or .dylib must ensure it is included in its
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* application bundle.
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*
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* \note On non-Apple devices, application linking with a static libvulkan is
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* not supported. Either do not link to the Vulkan loader or link to a
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* dynamic library version.
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*
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* \note This function will fail if there are no working Vulkan drivers
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* installed.
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*
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* \sa SDL_Vulkan_GetVkGetInstanceProcAddr()
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* \sa SDL_Vulkan_UnloadLibrary()
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*/
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extern DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path);
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/**
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* \brief Get the address of the \c vkGetInstanceProcAddr function.
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*
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* \note This should be called after either calling SDL_Vulkan_LoadLibrary
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* or creating an SDL_Window with the SDL_WINDOW_VULKAN flag.
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*/
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extern DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void);
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/**
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* \brief Unload the Vulkan loader library previously loaded by
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* \c SDL_Vulkan_LoadLibrary().
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*
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* \sa SDL_Vulkan_LoadLibrary()
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*/
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extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void);
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/**
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* \brief Get the names of the Vulkan instance extensions needed to create
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* a surface with \c SDL_Vulkan_CreateSurface().
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*
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* \param [in] \c NULL or window Window for which the required Vulkan instance
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* extensions should be retrieved
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* \param [in,out] pCount pointer to an \c unsigned related to the number of
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* required Vulkan instance extensions
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* \param [out] pNames \c NULL or a pointer to an array to be filled with the
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* required Vulkan instance extensions
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*
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* \return \c SDL_TRUE on success, \c SDL_FALSE on error.
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*
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* If \a pNames is \c NULL, then the number of required Vulkan instance
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* extensions is returned in pCount. Otherwise, \a pCount must point to a
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* variable set to the number of elements in the \a pNames array, and on
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* return the variable is overwritten with the number of names actually
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* written to \a pNames. If \a pCount is less than the number of required
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* extensions, at most \a pCount structures will be written. If \a pCount
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* is smaller than the number of required extensions, \c SDL_FALSE will be
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* returned instead of \c SDL_TRUE, to indicate that not all the required
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* extensions were returned.
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*
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* \note If \c window is not NULL, it will be checked against its creation
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* flags to ensure that the Vulkan flag is present. This parameter
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* will be removed in a future major release.
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*
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* \note The returned list of extensions will contain \c VK_KHR_surface
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* and zero or more platform specific extensions
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*
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* \note The extension names queried here must be enabled when calling
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* VkCreateInstance, otherwise surface creation will fail.
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*
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* \note \c window should have been created with the \c SDL_WINDOW_VULKAN flag
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* or be \c NULL
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*
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* \code
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* unsigned int count;
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* // get count of required extensions
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* if(!SDL_Vulkan_GetInstanceExtensions(NULL, &count, NULL))
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* handle_error();
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*
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* static const char *const additionalExtensions[] =
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* {
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* VK_EXT_DEBUG_REPORT_EXTENSION_NAME, // example additional extension
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* };
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* size_t additionalExtensionsCount = sizeof(additionalExtensions) / sizeof(additionalExtensions[0]);
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* size_t extensionCount = count + additionalExtensionsCount;
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* const char **names = malloc(sizeof(const char *) * extensionCount);
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* if(!names)
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* handle_error();
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*
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* // get names of required extensions
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* if(!SDL_Vulkan_GetInstanceExtensions(NULL, &count, names))
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* handle_error();
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*
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* // copy additional extensions after required extensions
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* for(size_t i = 0; i < additionalExtensionsCount; i++)
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* names[i + count] = additionalExtensions[i];
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*
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* VkInstanceCreateInfo instanceCreateInfo = {};
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* instanceCreateInfo.enabledExtensionCount = extensionCount;
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* instanceCreateInfo.ppEnabledExtensionNames = names;
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* // fill in rest of instanceCreateInfo
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*
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* VkInstance instance;
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* // create the Vulkan instance
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* VkResult result = vkCreateInstance(&instanceCreateInfo, NULL, &instance);
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* free(names);
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* \endcode
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*
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* \sa SDL_Vulkan_CreateSurface()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(
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SDL_Window *window,
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unsigned int *pCount,
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const char **pNames);
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/**
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* \brief Create a Vulkan rendering surface for a window.
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*
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* \param [in] window SDL_Window to which to attach the rendering surface.
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* \param [in] instance handle to the Vulkan instance to use.
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* \param [out] surface pointer to a VkSurfaceKHR handle to receive the
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* handle of the newly created surface.
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*
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* \return \c SDL_TRUE on success, \c SDL_FALSE on error.
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*
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* \code
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* VkInstance instance;
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* SDL_Window *window;
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*
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* // create instance and window
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*
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* // create the Vulkan surface
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* VkSurfaceKHR surface;
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* if(!SDL_Vulkan_CreateSurface(window, instance, &surface))
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* handle_error();
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* \endcode
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*
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* \note \a window should have been created with the \c SDL_WINDOW_VULKAN flag.
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*
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* \note \a instance should have been created with the extensions returned
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* by \c SDL_Vulkan_CreateSurface() enabled.
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*
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* \sa SDL_Vulkan_GetInstanceExtensions()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(
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SDL_Window *window,
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VkInstance instance,
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VkSurfaceKHR* surface);
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/**
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* \brief Get the size of a window's underlying drawable in pixels (for use
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* with setting viewport, scissor & etc).
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*
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* \param window SDL_Window from which the drawable size should be queried
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* \param w Pointer to variable for storing the width in pixels,
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* may be NULL
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* \param h Pointer to variable for storing the height in pixels,
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* may be NULL
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*
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* This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
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* drawable, i.e. the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a
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* platform with high-DPI support (Apple calls this "Retina"), and not disabled
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* by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
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*
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* \note On macOS high-DPI support must be enabled for an application by
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* setting NSHighResolutionCapable to true in its Info.plist.
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*
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* \sa SDL_GetWindowSize()
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* \sa SDL_CreateWindow()
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*/
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extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window * window,
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int *w, int *h);
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/* @} *//* Vulkan support functions */
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_vulkan_h_ */
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