Fixed building the Vulkan renderer on Windows with Visual Studio
parent
dfd8073a8f
commit
b9a00aa88e
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@ -388,6 +388,7 @@
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<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h" />
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<ClInclude Include="..\..\src\render\software\SDL_rotate.h" />
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<ClInclude Include="..\..\src\render\software\SDL_triangle.h" />
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<ClInclude Include="..\..\src\render\vulkan\SDL_shaders_vulkan.h" />
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<ClInclude Include="..\..\src\SDL_assert_c.h" />
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<ClInclude Include="..\..\src\SDL_error_c.h" />
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<ClCompile Include="..\..\src\core\windows\pch.c">
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@ -401,6 +402,8 @@
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<ClCompile Include="..\..\src\camera\SDL_camera.c" />
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<ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c" />
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<ClCompile Include="..\..\src\main\SDL_main_callbacks.c" />
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<ClCompile Include="..\..\src\render\vulkan\SDL_render_vulkan.c" />
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<ClCompile Include="..\..\src\render\vulkan\SDL_shaders_vulkan.c" />
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<ClCompile Include="..\..\src\SDL_guid.c" />
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<ClInclude Include="..\..\src\SDL_hashtable.h" />
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<ClInclude Include="..\..\src\SDL_hints_c.h" />
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@ -187,6 +187,9 @@
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<Filter Include="camera\mediafoundation">
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<UniqueIdentifier>{0000fbfe2d21e4f451142e7d0e870000}</UniqueIdentifier>
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</Filter>
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<Filter Include="render\vulkan">
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<UniqueIdentifier>{5115ba31-20f8-4eab-a8c5-6a572ab78ff7}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\include\SDL3\SDL_begin_code.h">
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@ -853,6 +856,9 @@
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<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_lsx_func.h" />
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<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_sse.h" />
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<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb_std.h" />
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<ClInclude Include="..\..\src\render\vulkan\SDL_shaders_vulkan.h">
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<Filter>render\vulkan</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
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@ -1434,8 +1440,17 @@
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_lsx.c" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_sse.c" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_std.c" />
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<ClCompile Include="..\..\src\render\vulkan\SDL_render_vulkan.c">
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<Filter>render\vulkan</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\vulkan\SDL_shaders_vulkan.c">
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<Filter>render\vulkan</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ResourceCompile Include="..\..\src\core\windows\version.rc" />
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</ItemGroup>
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<ItemGroup>
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<MASM Include="..\..\src\stdlib\SDL_mslibc_x64.masm" />
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</ItemGroup>
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</Project>
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@ -305,6 +305,10 @@ typedef unsigned int uintptr_t;
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/* Enable Vulkan support */
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#define SDL_VIDEO_VULKAN 1
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#ifndef SDL_VIDEO_RENDER_VULKAN
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#define SDL_VIDEO_RENDER_VULKAN 1
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#endif
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/* Enable system power support */
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#define SDL_POWER_WINDOWS 1
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@ -31,13 +31,12 @@
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#define VK_NO_PROTOTYPES
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#include "SDL_vulkan.h"
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#include "SDL_shaders_vulkan.h"
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#include <vulkan/vulkan.h>
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#include "../../video/SDL_vulkan_internal.h"
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#include "../../video/SDL_sysvideo.h"
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#include "../SDL_sysrender.h"
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#include "../SDL_sysvideo.h"
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#include "../SDL_d3dmath.h"
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#include "../../video/SDL_pixels_c.h"
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#include "SDL_shaders_vulkan.h"
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extern const char *SDL_Vulkan_GetResultString(VkResult result);
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@ -526,7 +525,7 @@ static void VULKAN_DestroyAll(SDL_Renderer *renderer)
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rendererData->pipelineLayouts[i] = VK_NULL_HANDLE;
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}
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}
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for (uint32_t i = 0; i < rendererData->pipelineStateCount; i++) {
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for (int i = 0; i < rendererData->pipelineStateCount; i++) {
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vkDestroyPipeline(rendererData->device, rendererData->pipelineStates[i].pipeline, NULL);
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}
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SDL_free(rendererData->pipelineStates);
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@ -534,7 +533,7 @@ static void VULKAN_DestroyAll(SDL_Renderer *renderer)
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if (rendererData->currentUploadBuffer) {
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for (uint32_t i = 0; i < rendererData->swapchainImageCount; ++i) {
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for (uint32_t j = 0; j < rendererData->currentUploadBuffer[i]; ++j) {
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for (int j = 0; j < rendererData->currentUploadBuffer[i]; ++j) {
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VULKAN_DestroyBuffer(rendererData, &rendererData->uploadBuffers[i][j]);
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}
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SDL_free(rendererData->uploadBuffers[i]);
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@ -914,7 +913,7 @@ static void VULKAN_ResetCommandList(VULKAN_RenderData *rendererData)
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rendererData->currentConstantBufferOffset = -1;
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/* Release any upload buffers that were inflight */
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for (uint32_t i = 0; i < rendererData->currentUploadBuffer[rendererData->currentCommandBufferIndex]; ++i) {
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for (int i = 0; i < rendererData->currentUploadBuffer[rendererData->currentCommandBufferIndex]; ++i) {
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VULKAN_DestroyBuffer(rendererData, &rendererData->uploadBuffers[rendererData->currentCommandBufferIndex][i]);
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}
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rendererData->currentUploadBuffer[rendererData->currentCommandBufferIndex] = 0;
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@ -1843,7 +1842,7 @@ static VkResult VULKAN_CreateFramebuffersAndRenderPasses(SDL_Renderer *renderer,
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framebufferCreateInfo.height = rendererData->swapchainSize.height;
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framebufferCreateInfo.layers = 1;
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for (uint32_t i = 0; i < imageViewCount; i++) {
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for (int i = 0; i < imageViewCount; i++) {
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framebufferCreateInfo.pAttachments = &imageViews[i];
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result = vkCreateFramebuffer(rendererData->device, &framebufferCreateInfo, NULL, &framebuffers[i]);
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if (result != VK_SUCCESS) {
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@ -3107,7 +3106,7 @@ static SDL_bool VULKAN_SetDrawState(SDL_Renderer *renderer, const SDL_RenderComm
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/* Align the next address to the minUniformBufferOffsetAlignment */
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VkDeviceSize alignment = rendererData->physicalDeviceProperties.limits.minUniformBufferOffsetAlignment;
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SDL_assert(rendererData->currentConstantBufferOffset >= 0 );
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rendererData->currentConstantBufferOffset += (sizeof(PixelShaderConstants) + alignment - 1) & ~(alignment - 1);
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rendererData->currentConstantBufferOffset += (int32_t)(sizeof(PixelShaderConstants) + alignment - 1) & ~(alignment - 1);
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constantBufferOffset = rendererData->currentConstantBufferOffset;
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}
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@ -3303,7 +3302,7 @@ static SDL_bool VULKAN_SetCopyState(SDL_Renderer *renderer, const SDL_RenderComm
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static void VULKAN_DrawPrimitives(SDL_Renderer *renderer, VkPrimitiveTopology primitiveTopology, const size_t vertexStart, const size_t vertexCount)
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{
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VULKAN_RenderData *rendererData = (VULKAN_RenderData *)renderer->driverdata;
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vkCmdDraw(rendererData->currentCommandBuffer, vertexCount, 1, vertexStart, 0);
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vkCmdDraw(rendererData->currentCommandBuffer, (uint32_t)vertexCount, 1, (uint32_t)vertexStart, 0);
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}
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static void VULKAN_InvalidateCachedState(SDL_Renderer *renderer)
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