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	This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.
The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
		
	
			
		
			
				
	
	
		
			68 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  vulkan_context_win.cpp                                                */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#if defined(WINDOWS_ENABLED) && defined(VULKAN_ENABLED)
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#include "vulkan_context_win.h"
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#ifdef USE_VOLK
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#include <volk.h>
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#else
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#include <vulkan/vulkan.h>
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#endif
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const char *VulkanContextWindows::_get_platform_surface_extension() const {
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	return VK_KHR_WIN32_SURFACE_EXTENSION_NAME;
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}
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Error VulkanContextWindows::window_create(DisplayServer::WindowID p_window_id, DisplayServer::VSyncMode p_vsync_mode, HWND p_window, HINSTANCE p_instance, int p_width, int p_height) {
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	VkWin32SurfaceCreateInfoKHR createInfo;
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	createInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR;
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	createInfo.pNext = nullptr;
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	createInfo.flags = 0;
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	createInfo.hinstance = p_instance;
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	createInfo.hwnd = p_window;
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	VkSurfaceKHR surface;
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	VkResult err = vkCreateWin32SurfaceKHR(get_instance(), &createInfo, nullptr, &surface);
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	ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
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	return _window_create(p_window_id, p_vsync_mode, surface, p_width, p_height);
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}
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VulkanContextWindows::VulkanContextWindows() {
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	// Workaround for Vulkan not working on setups with AMD integrated graphics + NVIDIA dedicated GPU (GH-57708).
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	// This prevents using AMD integrated graphics with Vulkan entirely, but it allows the engine to start
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	// even on outdated/broken driver setups.
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	OS::get_singleton()->set_environment("DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1", "1");
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}
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VulkanContextWindows::~VulkanContextWindows() {
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}
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#endif // WINDOWS_ENABLED && VULKAN_ENABLED
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