added absolutely broken cpp code after painfull debugging session
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287
vendored/SDL/include/SDL3/SDL_vulkan.h
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287
vendored/SDL/include/SDL3/SDL_vulkan.h
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/*
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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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* # CategoryVulkan
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*
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* Functions for creating Vulkan surfaces on SDL windows.
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*
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* For the most part, Vulkan operates independent of SDL, but it benefits from
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* a little support during setup.
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*
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* Use SDL_Vulkan_GetInstanceExtensions() to get platform-specific bits for
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* creating a VkInstance, then SDL_Vulkan_GetVkGetInstanceProcAddr() to get
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* the appropriate function for querying Vulkan entry points. Then
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* SDL_Vulkan_CreateSurface() will get you the final pieces you need to
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* prepare for rendering into an SDL_Window with Vulkan.
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*
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* Unlike OpenGL, most of the details of "context" creation and window buffer
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* swapping are handled by the Vulkan API directly, so SDL doesn't provide
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* Vulkan equivalents of SDL_GL_SwapWindow(), etc; they aren't necessary.
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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 <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_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_HANDLE(VkPhysicalDevice)
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VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
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struct VkAllocationCallbacks;
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/* Make sure to undef to avoid issues in case of later vulkan include */
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#undef VK_DEFINE_HANDLE
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#undef VK_DEFINE_NON_DISPATCHABLE_HANDLE
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#endif /* !NO_SDL_VULKAN_TYPEDEFS */
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/**
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* \name Vulkan support functions
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*/
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/* @{ */
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/**
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* Dynamically load the Vulkan 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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* SDL keeps a counter of how many times this function has been successfully
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* called, so it is safe to call this function multiple times, so long as it
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* is eventually paired with an equivalent number of calls to
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* SDL_Vulkan_UnloadLibrary. The `path` argument is ignored unless there is no
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* library currently loaded, and and the library isn't actually unloaded until
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* there have been an equivalent number of calls to SDL_Vulkan_UnloadLibrary.
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*
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* It is fairly common for Vulkan applications to link with libvulkan instead
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* of explicitly loading it at run time. This will work with SDL provided the
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* application links to a dynamic library and both it and SDL use the same
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* search path.
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*
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* If you specify a non-NULL `path`, an application should retrieve all of the
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* Vulkan functions it uses from the dynamic library using
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* SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee `path` points
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* to the same vulkan loader library the application linked to.
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*
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* On Apple devices, if `path` is NULL, SDL will attempt to find the
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* `vkGetInstanceProcAddr` address within all the Mach-O images of the current
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* process. This is because it is fairly common for Vulkan applications to
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* link with libvulkan (and historically MoltenVK was provided as a static
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* library). If it is not found, on macOS, SDL will attempt to load
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* `vulkan.framework/vulkan`, `libvulkan.1.dylib`,
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* `MoltenVK.framework/MoltenVK`, and `libMoltenVK.dylib`, in that order. On
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* iOS, SDL will attempt to load `libMoltenVK.dylib`. Applications using a
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* dynamic framework or .dylib must ensure it is included in its application
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* bundle.
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*
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* On non-Apple devices, application linking with a static libvulkan is not
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* supported. Either do not link to the Vulkan loader or link to a dynamic
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* library version.
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*
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* \param path the platform dependent Vulkan loader library name or NULL.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function is not thread safe.
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*
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* \since This function is available since SDL 3.2.0.
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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 SDL_DECLSPEC bool SDLCALL SDL_Vulkan_LoadLibrary(const char *path);
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/**
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* Get the address of the `vkGetInstanceProcAddr` function.
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*
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* This should be called after either calling SDL_Vulkan_LoadLibrary() or
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* creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag.
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*
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* The actual type of the returned function pointer is
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* PFN_vkGetInstanceProcAddr, but that isn't available because the Vulkan
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* headers are not included here. You should cast the return value of this
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* function to that type, e.g.
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*
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* `vkGetInstanceProcAddr =
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* (PFN_vkGetInstanceProcAddr)SDL_Vulkan_GetVkGetInstanceProcAddr();`
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*
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* \returns the function pointer for `vkGetInstanceProcAddr` or NULL on
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* failure; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.2.0.
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*/
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extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void);
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/**
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* Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary().
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*
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* SDL keeps a counter of how many times this function has been called, so it
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* is safe to call this function multiple times, so long as it is paired with
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* an equivalent number of calls to SDL_Vulkan_LoadLibrary. The library isn't
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* actually unloaded until there have been an equivalent number of calls to
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* SDL_Vulkan_UnloadLibrary.
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*
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* Once the library has actually been unloaded, if any Vulkan instances
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* remain, they will likely crash the program. Clean up any existing Vulkan
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* resources, and destroy appropriate windows, renderers and GPU devices
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* before calling this function.
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*
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* \threadsafety This function is not thread safe.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_Vulkan_LoadLibrary
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void);
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/**
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* Get the Vulkan instance extensions needed for vkCreateInstance.
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*
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* This should be called after either calling SDL_Vulkan_LoadLibrary() or
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* creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag.
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*
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* On return, the variable pointed to by `count` will be set to the number of
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* elements returned, suitable for using with
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* VkInstanceCreateInfo::enabledExtensionCount, and the returned array can be
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* used with VkInstanceCreateInfo::ppEnabledExtensionNames, for calling
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* Vulkan's vkCreateInstance API.
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*
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* You should not free the returned array; it is owned by SDL.
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*
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* \param count a pointer filled in with the number of extensions returned.
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* \returns an array of extension name strings on success, NULL on failure;
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* call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_Vulkan_CreateSurface
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*/
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extern SDL_DECLSPEC char const * const * SDLCALL SDL_Vulkan_GetInstanceExtensions(Uint32 *count);
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/**
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* Create a Vulkan rendering surface for a window.
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*
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* The `window` must have been created with the `SDL_WINDOW_VULKAN` flag and
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* `instance` must have been created with extensions returned by
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* SDL_Vulkan_GetInstanceExtensions() enabled.
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*
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* If `allocator` is NULL, Vulkan will use the system default allocator. This
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* argument is passed directly to Vulkan and isn't used by SDL itself.
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*
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* \param window the window to which to attach the Vulkan surface.
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* \param instance the Vulkan instance handle.
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* \param allocator a VkAllocationCallbacks struct, which lets the app set the
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* allocator that creates the surface. Can be NULL.
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* \param surface a pointer to a VkSurfaceKHR handle to output the newly
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* created surface.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_Vulkan_GetInstanceExtensions
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* \sa SDL_Vulkan_DestroySurface
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window,
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VkInstance instance,
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const struct VkAllocationCallbacks *allocator,
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VkSurfaceKHR *surface);
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/**
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* Destroy the Vulkan rendering surface of a window.
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*
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* This should be called before SDL_DestroyWindow, if SDL_Vulkan_CreateSurface
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* was called after SDL_CreateWindow.
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*
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* The `instance` must have been created with extensions returned by
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* SDL_Vulkan_GetInstanceExtensions() enabled and `surface` must have been
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* created successfully by an SDL_Vulkan_CreateSurface() call.
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*
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* If `allocator` is NULL, Vulkan will use the system default allocator. This
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* argument is passed directly to Vulkan and isn't used by SDL itself.
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*
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* \param instance the Vulkan instance handle.
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* \param surface vkSurfaceKHR handle to destroy.
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* \param allocator a VkAllocationCallbacks struct, which lets the app set the
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* allocator that destroys the surface. Can be NULL.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_Vulkan_GetInstanceExtensions
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* \sa SDL_Vulkan_CreateSurface
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_Vulkan_DestroySurface(VkInstance instance,
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VkSurfaceKHR surface,
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const struct VkAllocationCallbacks *allocator);
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/**
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* Query support for presentation via a given physical device and queue
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* family.
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*
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* The `instance` must have been created with extensions returned by
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* SDL_Vulkan_GetInstanceExtensions() enabled.
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*
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* \param instance the Vulkan instance handle.
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* \param physicalDevice a valid Vulkan physical device handle.
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* \param queueFamilyIndex a valid queue family index for the given physical
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* device.
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* \returns true if supported, false if unsupported or an error occurred.
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_Vulkan_GetInstanceExtensions
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_GetPresentationSupport(VkInstance instance,
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VkPhysicalDevice physicalDevice,
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Uint32 queueFamilyIndex);
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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 <SDL3/SDL_close_code.h>
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#endif /* SDL_vulkan_h_ */
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