diff SDL3/SDL_vulkan.h @ 1:20d02a178406 default tip

*: check in everything else yay
author Paper <paper@tflc.us>
date Mon, 05 Jan 2026 02:15:46 -0500
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/SDL3/SDL_vulkan.h	Mon Jan 05 02:15:46 2026 -0500
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+/*
+  Simple DirectMedia Layer
+  Copyright (C) 2017, Mark Callow
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * # CategoryVulkan
+ *
+ * Functions for creating Vulkan surfaces on SDL windows.
+ *
+ * For the most part, Vulkan operates independent of SDL, but it benefits from
+ * a little support during setup.
+ *
+ * Use SDL_Vulkan_GetInstanceExtensions() to get platform-specific bits for
+ * creating a VkInstance, then SDL_Vulkan_GetVkGetInstanceProcAddr() to get
+ * the appropriate function for querying Vulkan entry points. Then
+ * SDL_Vulkan_CreateSurface() will get you the final pieces you need to
+ * prepare for rendering into an SDL_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 SDL_GL_SwapWindow(), etc; they aren't necessary.
+ */
+
+#ifndef SDL_vulkan_h_
+#define SDL_vulkan_h_
+
+#include <SDL3/SDL_stdinc.h>
+#include <SDL3/SDL_error.h>
+#include <SDL3/SDL_video.h>
+
+#include <SDL3/SDL_begin_code.h>
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Avoid including vulkan_core.h, don't define VkInstance if it's already included */
+#ifdef VULKAN_CORE_H_
+#define NO_SDL_VULKAN_TYPEDEFS
+#endif
+#ifndef NO_SDL_VULKAN_TYPEDEFS
+#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
+
+#if defined(__LP64__) || defined(_WIN64) || (defined(__x86_64__) && !defined(__ILP32__)) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) || (defined(__riscv) && __riscv_xlen == 64)
+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
+#else
+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
+#endif
+
+VK_DEFINE_HANDLE(VkInstance)
+VK_DEFINE_HANDLE(VkPhysicalDevice)
+VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
+struct VkAllocationCallbacks;
+
+/* Make sure to undef to avoid issues in case of later vulkan include */
+#undef VK_DEFINE_HANDLE
+#undef VK_DEFINE_NON_DISPATCHABLE_HANDLE
+
+#endif /* !NO_SDL_VULKAN_TYPEDEFS */
+
+/**
+ *  \name Vulkan support functions
+ */
+/* @{ */
+
+/**
+ * Dynamically load the Vulkan loader library.
+ *
+ * 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
+ * SDL_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 SDL_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-NULL `path`, an application should retrieve all of the
+ * Vulkan functions it uses from the dynamic library using
+ * SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee `path` points
+ * to the same vulkan loader library the application linked to.
+ *
+ * On Apple devices, if `path` is NULL, 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.
+ *
+ * \param path the platform dependent Vulkan loader library name or NULL.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function is not thread safe.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_Vulkan_GetVkGetInstanceProcAddr
+ * \sa SDL_Vulkan_UnloadLibrary
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_LoadLibrary(const char *path);
+
+/**
+ * Get the address of the `vkGetInstanceProcAddr` function.
+ *
+ * This should be called after either calling SDL_Vulkan_LoadLibrary() or
+ * creating an SDL_Window with the `SDL_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)SDL_Vulkan_GetVkGetInstanceProcAddr();`
+ *
+ * \returns the function pointer for `vkGetInstanceProcAddr` or NULL on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void);
+
+/**
+ * Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary().
+ *
+ * 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 SDL_Vulkan_LoadLibrary. The library isn't
+ * actually unloaded until there have been an equivalent number of calls to
+ * SDL_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.
+ *
+ * \threadsafety This function is not thread safe.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_Vulkan_LoadLibrary
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void);
+
+/**
+ * Get the Vulkan instance extensions needed for vkCreateInstance.
+ *
+ * This should be called after either calling SDL_Vulkan_LoadLibrary() or
+ * creating an SDL_Window with the `SDL_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.
+ *
+ * You should not free the returned array; it is owned by SDL.
+ *
+ * \param count a pointer filled in with the number of extensions returned.
+ * \returns an array of extension name strings on success, NULL on failure;
+ *          call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_Vulkan_CreateSurface
+ */
+extern SDL_DECLSPEC char const * const * SDLCALL SDL_Vulkan_GetInstanceExtensions(Uint32 *count);
+
+/**
+ * Create a Vulkan rendering surface for a window.
+ *
+ * The `window` must have been created with the `SDL_WINDOW_VULKAN` flag and
+ * `instance` must have been created with extensions returned by
+ * SDL_Vulkan_GetInstanceExtensions() enabled.
+ *
+ * If `allocator` is NULL, Vulkan will use the system default allocator. This
+ * argument is passed directly to Vulkan and isn't used by SDL itself.
+ *
+ * \param window the window to which to attach the Vulkan surface.
+ * \param instance the Vulkan instance handle.
+ * \param allocator a VkAllocationCallbacks struct, which lets the app set the
+ *                  allocator that creates the surface. Can be NULL.
+ * \param surface a pointer to a VkSurfaceKHR handle to output the newly
+ *                created surface.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_Vulkan_GetInstanceExtensions
+ * \sa SDL_Vulkan_DestroySurface
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window,
+                                                              VkInstance instance,
+                                                              const struct VkAllocationCallbacks *allocator,
+                                                              VkSurfaceKHR *surface);
+
+/**
+ * Destroy the Vulkan rendering surface of a window.
+ *
+ * This should be called before SDL_DestroyWindow, if SDL_Vulkan_CreateSurface
+ * was called after SDL_CreateWindow.
+ *
+ * The `instance` must have been created with extensions returned by
+ * SDL_Vulkan_GetInstanceExtensions() enabled and `surface` must have been
+ * created successfully by an SDL_Vulkan_CreateSurface() call.
+ *
+ * If `allocator` is NULL, Vulkan will use the system default allocator. This
+ * argument is passed directly to Vulkan and isn't used by SDL itself.
+ *
+ * \param instance the Vulkan instance handle.
+ * \param surface vkSurfaceKHR handle to destroy.
+ * \param allocator a VkAllocationCallbacks struct, which lets the app set the
+ *                  allocator that destroys the surface. Can be NULL.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_Vulkan_GetInstanceExtensions
+ * \sa SDL_Vulkan_CreateSurface
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_Vulkan_DestroySurface(VkInstance instance,
+                                                       VkSurfaceKHR surface,
+                                                       const struct VkAllocationCallbacks *allocator);
+
+/**
+ * Query support for presentation via a given physical device and queue
+ * family.
+ *
+ * The `instance` must have been created with extensions returned by
+ * SDL_Vulkan_GetInstanceExtensions() enabled.
+ *
+ * \param instance the Vulkan instance handle.
+ * \param physicalDevice a valid Vulkan physical device handle.
+ * \param queueFamilyIndex a valid queue family index for the given physical
+ *                         device.
+ * \returns true if supported, false if unsupported or an error occurred.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_Vulkan_GetInstanceExtensions
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_GetPresentationSupport(VkInstance instance,
+                                                                       VkPhysicalDevice physicalDevice,
+                                                                       Uint32 queueFamilyIndex);
+
+/* @} *//* Vulkan support functions */
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include <SDL3/SDL_close_code.h>
+
+#endif /* SDL_vulkan_h_ */