godot/platform/windows/rendering_context_driver_vulkan_windows.cpp
Matias N. Goldberg 364f916f3f
Add debug utilities for Vulkan
Features:
- Debug-only tracking of objects by type. See
get_driver_allocs_by_object_type et al.
 - Debug-only Breadcrumb info for debugging GPU crashes and device lost
 - Performance report per frame from get_perf_report
- Some VMA calls had to be modified in order to insert the necessary
memory callbacks

Functionality marked as "debug-only" is only available in debug or dev
builds.

Misc fixes:
 - Early break optimization in RenderingDevice::uniform_set_create

============================

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
2024-08-21 23:48:08 +02:00

76 lines
3.8 KiB
C++

/**************************************************************************/
/* rendering_context_driver_vulkan_windows.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 */
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/**************************************************************************/
#if defined(WINDOWS_ENABLED) && defined(VULKAN_ENABLED)
#include "core/os/os.h"
#include "rendering_context_driver_vulkan_windows.h"
#ifdef USE_VOLK
#include <volk.h>
#else
#include <vulkan/vulkan.h>
#endif
const char *RenderingContextDriverVulkanWindows::_get_platform_surface_extension() const {
return VK_KHR_WIN32_SURFACE_EXTENSION_NAME;
}
RenderingContextDriverVulkanWindows::RenderingContextDriverVulkanWindows() {
// 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// even on outdated/broken driver setups.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");
}
RenderingContextDriverVulkanWindows::~RenderingContextDriverVulkanWindows() {
// Does nothing.
}
RenderingContextDriver::SurfaceID RenderingContextDriverVulkanWindows::surface_create(const void *p_platform_data) {
const WindowPlatformData *wpd = (const WindowPlatformData *)(p_platform_data);
VkWin32SurfaceCreateInfoKHR create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR;
create_info.hinstance = wpd->instance;
create_info.hwnd = wpd->window;
VkSurfaceKHR vk_surface = VK_NULL_HANDLE;
VkResult err = vkCreateWin32SurfaceKHR(instance_get(), &create_info, get_allocation_callbacks(VK_OBJECT_TYPE_SURFACE_KHR), &vk_surface);
ERR_FAIL_COND_V(err != VK_SUCCESS, SurfaceID());
Surface *surface = memnew(Surface);
surface->vk_surface = vk_surface;
return SurfaceID(surface);
}
#endif // WINDOWS_ENABLED && VULKAN_ENABLED