virtualx-engine/platform/windows/vulkan_context_win.cpp
Pedro J. Estébanez 12a519bae2 Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2023-12-20 19:18:08 +01:00

69 lines
3.6 KiB
C++

/**************************************************************************/
/* vulkan_context_win.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/**************************************************************************/
#if defined(WINDOWS_ENABLED) && defined(VULKAN_ENABLED)
#include "vulkan_context_win.h"
#ifdef USE_VOLK
#include <volk.h>
#else
#include <vulkan/vulkan.h>
#endif
const char *VulkanContextWindows::_get_platform_surface_extension() const {
return VK_KHR_WIN32_SURFACE_EXTENSION_NAME;
}
Error VulkanContextWindows::window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, int p_width, int p_height, const void *p_platform_data) {
const WindowPlatformData *wpd = (const WindowPlatformData *)p_platform_data;
VkWin32SurfaceCreateInfoKHR createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR;
createInfo.hinstance = wpd->instance;
createInfo.hwnd = wpd->window;
VkSurfaceKHR surface = VK_NULL_HANDLE;
VkResult err = vkCreateWin32SurfaceKHR(get_instance(), &createInfo, nullptr, &surface);
ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
return _window_create(p_window_id, p_vsync_mode, surface, p_width, p_height);
}
VulkanContextWindows::VulkanContextWindows() {
// Workaround for Vulkan not working on setups with AMD integrated graphics + NVIDIA dedicated GPU (GH-57708).
// This prevents using AMD integrated graphics with Vulkan entirely, but it allows the engine to start
// even on outdated/broken driver setups.
OS::get_singleton()->set_environment("DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1", "1");
}
VulkanContextWindows::~VulkanContextWindows() {
}
#endif // WINDOWS_ENABLED && VULKAN_ENABLED