SDL3pp
A slim C++ wrapper for SDL3
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Functions for creating Vulkan surfaces on SDL windows. More...
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void | SDL::Vulkan_LoadLibrary (StringParam path) |
Dynamically load the Vulkan loader library. More... | |
FunctionPointer | SDL::Vulkan_GetVkGetInstanceProcAddr () |
Get the address of the vkGetInstanceProcAddr function. More... | |
void | SDL::Vulkan_UnloadLibrary () |
Unload the Vulkan library previously loaded by Vulkan_LoadLibrary(). More... | |
std::span< char const *const > | SDL::Vulkan_GetInstanceExtensions () |
Get the Vulkan instance extensions needed for vkCreateInstance. More... | |
void | SDL::Vulkan_CreateSurface (WindowParam window, VkInstance instance, const struct VkAllocationCallbacks *allocator, VkSurfaceKHR *surface) |
Create a Vulkan rendering surface for a window. More... | |
void | SDL::Vulkan_DestroySurface (VkInstance instance, VkSurfaceKHR surface, const struct VkAllocationCallbacks *allocator) |
Destroy the Vulkan rendering surface of a window. More... | |
bool | SDL::Vulkan_GetPresentationSupport (VkInstance instance, VkPhysicalDevice physicalDevice, Uint32 queueFamilyIndex) |
Query support for presentation via a given physical device and queue family. More... | |
For the most part, Vulkan operates independent of SDL, but it benefits from a little support during setup.
Use Vulkan_GetInstanceExtensions() to get platform-specific bits for creating a VkInstance, then Vulkan_GetVkGetInstanceProcAddr() to get the appropriate function for querying Vulkan entry points. Then Vulkan_CreateSurface() will get you the final pieces you need to prepare for rendering into an Window with Vulkan.
Unlike OpenGL, most of the details of "context" creation and window buffer swapping are handled by the Vulkan API directly, so SDL doesn't provide Vulkan equivalents of GL_SwapWindow(), etc; they aren't necessary.
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The window
must have been created with the WINDOW_VULKAN
flag and instance
must have been created with extensions returned by Vulkan_GetInstanceExtensions() enabled.
If allocator
is nullptr, Vulkan will use the system default allocator. This argument is passed directly to Vulkan and isn't used by SDL itself.
window | the window to which to attach the Vulkan surface. |
instance | the Vulkan instance handle. |
allocator | a VkAllocationCallbacks struct, which lets the app set the allocator that creates the surface. Can be nullptr. |
surface | a pointer to a VkSurfaceKHR handle to output the newly created surface. |
Error | on failure. |
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This should be called before Window.Destroy, if Vulkan_CreateSurface was called after Window.Window.
The instance
must have been created with extensions returned by Vulkan_GetInstanceExtensions() enabled and surface
must have been created successfully by an Vulkan_CreateSurface() call.
If allocator
is nullptr, Vulkan will use the system default allocator. This argument is passed directly to Vulkan and isn't used by SDL itself.
instance | the Vulkan instance handle. |
surface | vkSurfaceKHR handle to destroy. |
allocator | a VkAllocationCallbacks struct, which lets the app set the allocator that destroys the surface. Can be nullptr. |
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This should be called after either calling Vulkan_LoadLibrary() or creating an Window with the WINDOW_VULKAN
flag.
On return, the variable pointed to by count
will be set to the number of elements returned, suitable for using with VkInstanceCreateInfo::enabledExtensionCount, and the returned array can be used with VkInstanceCreateInfo::ppEnabledExtensionNames, for calling Vulkan's vkCreateInstance API.
Error | on failure. |
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The instance
must have been created with extensions returned by Vulkan_GetInstanceExtensions() enabled.
instance | the Vulkan instance handle. |
physicalDevice | a valid Vulkan physical device handle. |
queueFamilyIndex | a valid queue family index for the given physical device. |
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This should be called after either calling Vulkan_LoadLibrary() or creating an Window with the WINDOW_VULKAN
flag.
The actual type of the returned function pointer is PFN_vkGetInstanceProcAddr, but that isn't available because the Vulkan headers are not included here. You should cast the return value of this function to that type, e.g.
vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr)Vulkan_GetVkGetInstanceProcAddr();
vkGetInstanceProcAddr
or nullptr on failure; call GetError() for more information.
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This should be called after initializing the video driver, but before creating any Vulkan windows. If no Vulkan loader library is loaded, the default library will be loaded upon creation of the first Vulkan window.
SDL keeps a counter of how many times this function has been successfully called, so it is safe to call this function multiple times, so long as it is eventually paired with an equivalent number of calls to Vulkan_UnloadLibrary. The path
argument is ignored unless there is no library currently loaded, and and the library isn't actually unloaded until there have been an equivalent number of calls to Vulkan_UnloadLibrary.
It is fairly common for Vulkan applications to link with libvulkan instead of explicitly loading it at run time. This will work with SDL provided the application links to a dynamic library and both it and SDL use the same search path.
If you specify a non-nullptr path
, an application should retrieve all of the Vulkan functions it uses from the dynamic library using Vulkan_GetVkGetInstanceProcAddr unless you can guarantee path
points to the same vulkan loader library the application linked to.
On Apple devices, if path
is nullptr, SDL will attempt to find the vkGetInstanceProcAddr
address within all the Mach-O images of the current process. This is because it is fairly common for Vulkan applications to link with libvulkan (and historically MoltenVK was provided as a static library). If it is not found, on macOS, SDL will attempt to load vulkan.framework/vulkan
, libvulkan.1.dylib
, MoltenVK.framework/MoltenVK
, and libMoltenVK.dylib
, in that order. On iOS, SDL will attempt to load libMoltenVK.dylib
. Applications using a dynamic framework or .dylib must ensure it is included in its application bundle.
On non-Apple devices, application linking with a static libvulkan is not supported. Either do not link to the Vulkan loader or link to a dynamic library version.
path | the platform dependent Vulkan loader library name or nullptr. |
Error | on failure. |
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SDL keeps a counter of how many times this function has been called, so it is safe to call this function multiple times, so long as it is paired with an equivalent number of calls to Vulkan_LoadLibrary. The library isn't actually unloaded until there have been an equivalent number of calls to Vulkan_UnloadLibrary.
Once the library has actually been unloaded, if any Vulkan instances remain, they will likely crash the program. Clean up any existing Vulkan resources, and destroy appropriate windows, renderers and GPU devices before calling this function.