d744d3046e
Upstream removed the option in KhronosGroup/Vulkan-Loader#260, which breaks our current use case. This commit reverts KhronosGroup/Vulkan-Loader#260 is our vendored loader. We may need to re-evaluate how we link the loader, but until then, reverting this PR fixes Windows support after the upgrade to a recent SDK version in #36932.
58 lines
2.6 KiB
Diff
58 lines
2.6 KiB
Diff
diff --git a/thirdparty/vulkan/loader/loader.c b/thirdparty/vulkan/loader/loader.c
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index 87d08d5116..c7cdb47122 100644
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--- a/thirdparty/vulkan/loader/loader.c
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+++ b/thirdparty/vulkan/loader/loader.c
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@@ -7330,7 +7330,7 @@ out:
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return result;
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}
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-#if defined(_WIN32)
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+#if defined(_WIN32) && defined(LOADER_DYNAMIC_LIB)
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BOOL WINAPI DllMain(HINSTANCE hinst, DWORD reason, LPVOID reserved) {
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switch (reason) {
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case DLL_PROCESS_ATTACH:
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diff --git a/thirdparty/vulkan/loader/loader.h b/thirdparty/vulkan/loader/loader.h
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index 5e9495521b..56745a968d 100644
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--- a/thirdparty/vulkan/loader/loader.h
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+++ b/thirdparty/vulkan/loader/loader.h
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@@ -420,6 +420,9 @@ static inline void loader_init_dispatch(void *obj, const void *data) {
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// Global variables used across files
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extern struct loader_struct loader;
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extern THREAD_LOCAL_DECL struct loader_instance *tls_instance;
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+#if defined(_WIN32) && !defined(LOADER_DYNAMIC_LIB)
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+extern LOADER_PLATFORM_THREAD_ONCE_DEFINITION(once_init);
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+#endif
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extern loader_platform_thread_mutex loader_lock;
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extern loader_platform_thread_mutex loader_json_lock;
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diff --git a/thirdparty/vulkan/loader/vk_loader_platform.h b/thirdparty/vulkan/loader/vk_loader_platform.h
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index 7824e35d6b..62e8e3ae09 100644
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--- a/thirdparty/vulkan/loader/vk_loader_platform.h
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+++ b/thirdparty/vulkan/loader/vk_loader_platform.h
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@@ -330,9 +330,25 @@ typedef HANDLE loader_platform_thread;
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// The once init functionality is not used when building a DLL on Windows. This is because there is no way to clean up the
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// resources allocated by anything allocated by once init. This isn't a problem for static libraries, but it is for dynamic
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// ones. When building a DLL, we use DllMain() instead to allow properly cleaning up resources.
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+#if defined(LOADER_DYNAMIC_LIB)
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#define LOADER_PLATFORM_THREAD_ONCE_DECLARATION(var)
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#define LOADER_PLATFORM_THREAD_ONCE_DEFINITION(var)
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#define LOADER_PLATFORM_THREAD_ONCE(ctl, func)
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+#else
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+#define LOADER_PLATFORM_THREAD_ONCE_DECLARATION(var) INIT_ONCE var = INIT_ONCE_STATIC_INIT;
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+#define LOADER_PLATFORM_THREAD_ONCE_DEFINITION(var) INIT_ONCE var;
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+#define LOADER_PLATFORM_THREAD_ONCE(ctl, func) loader_platform_thread_once_fn(ctl, func)
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+static BOOL CALLBACK InitFuncWrapper(PINIT_ONCE InitOnce, PVOID Parameter, PVOID *Context) {
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+ void (*func)(void) = (void (*)(void))Parameter;
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+ func();
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+ return TRUE;
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+}
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+static void loader_platform_thread_once_fn(void *ctl, void (*func)(void)) {
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+ assert(func != NULL);
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+ assert(ctl != NULL);
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+ InitOnceExecuteOnce((PINIT_ONCE)ctl, InitFuncWrapper, (void *)func, NULL);
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+}
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+#endif
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// Thread IDs:
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typedef DWORD loader_platform_thread_id;
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