virtualx-engine/platform/iphone/vulkan_context_iphone.mm
Sergey Minakov bfc005d462 iOS: Vulkan support
Implemented Vulkan Support.
Use DisplayServer for rendering and input handling
Use single view for rendering in both GLES2 (not supported yet) and Vulkan
Use @available checks where it's required (otherwise compiler would fail compilation)
Simulator checks
2020-07-25 21:55:20 +02:00

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/*************************************************************************/
/* vulkan_context_iphone.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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/*************************************************************************/
#include "vulkan_context_iphone.h"
#include <vulkan/vulkan_ios.h>
const char *VulkanContextIPhone::_get_platform_surface_extension() const {
return VK_MVK_IOS_SURFACE_EXTENSION_NAME;
}
Error VulkanContextIPhone::window_create(DisplayServer::WindowID p_window_id,
CALayer *p_metal_layer, int p_width,
int p_height) {
VkIOSSurfaceCreateInfoMVK createInfo;
createInfo.sType = VK_STRUCTURE_TYPE_IOS_SURFACE_CREATE_INFO_MVK;
createInfo.pNext = NULL;
createInfo.flags = 0;
createInfo.pView = p_metal_layer;
VkSurfaceKHR surface;
VkResult err =
vkCreateIOSSurfaceMVK(_get_instance(), &createInfo, NULL, &surface);
ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
return _window_create(p_window_id, surface, p_width, p_height);
}
VulkanContextIPhone::VulkanContextIPhone() {}
VulkanContextIPhone::~VulkanContextIPhone() {}