godot/drivers/vulkan
Matias N. Goldberg 4ce41495b1 Fix validation layer warnings
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.
2023-07-30 17:07:27 -03:00
..
rendering_device_vulkan.cpp Fix uninitialized variable ending up sent to Vulkan 2023-07-29 18:28:33 -03:00
rendering_device_vulkan.h Add custom texture create function 2023-07-26 20:46:34 +10:00
SCsub Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
vulkan_context.cpp Fix validation layer warnings 2023-07-30 17:07:27 -03:00
vulkan_context.h Enabling additional vulkan extension and adding further checks 2023-01-15 14:49:15 +11:00
vulkan_hooks.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00