4ce41495b1
1. Validation layers on Windows were complaining w/ VUID-VkSwapchainCreateInfoKHR-surface-01270 that we were not calling vkGetPhysicalDeviceSurfaceSupportKHR before vkCreateSwapchainKHR. 2. Godot was only calling vkGetPhysicalDeviceSurfaceSupportKHR at startup, but it should be doing this for every window w/ a new surface it wants to create, not just the first one. - In practice this will likely not make a difference. If vkGetPhysicalDeviceSurfaceSupportKHR returns false after initialization, there's nothing we can do about it and it is likely because something else went terribly wrong, which is why the error message is worded like that. - This is mostly to shut up validation layers. Though technically, the layers are right. 3. Do not call vkGetPhysicalDeviceSurfaceSupportKHR on queues we don't even plan on ever using. We don't know how drivers will react to that (e.g. they may preemptetively allocate resources to support presentation on exotic queues, instead of just saying no). Just behave like every other Vulkan app out there. |
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rendering_device_vulkan.cpp | ||
rendering_device_vulkan.h | ||
SCsub | ||
vulkan_context.cpp | ||
vulkan_context.h | ||
vulkan_hooks.h |