gpu: De-duplicate property enumeration for Vulkan features

This commit is contained in:
Ethan Lee
2025-11-11 20:58:14 -05:00
parent b7ea19d5e5
commit 536507101d

View File

@@ -12332,10 +12332,27 @@ static void VULKAN_INTERNAL_LoadEntryPoints(void)
}
static bool VULKAN_INTERNAL_PrepareVulkan(
VulkanRenderer *renderer)
VulkanRenderer *renderer,
SDL_PropertiesID props)
{
VULKAN_INTERNAL_LoadEntryPoints();
// Opt out device features (higher compatibility in exchange for reduced functionality)
renderer->desiredVulkan10DeviceFeatures.samplerAnisotropy = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredVulkan10DeviceFeatures.depthClamp = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredVulkan10DeviceFeatures.shaderClipDistance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredVulkan10DeviceFeatures.drawIndirectFirstInstance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
// These features have near universal support so they are always enabled
renderer->desiredVulkan10DeviceFeatures.independentBlend = VK_TRUE;
renderer->desiredVulkan10DeviceFeatures.sampleRateShading = VK_TRUE;
renderer->desiredVulkan10DeviceFeatures.imageCubeArray = VK_TRUE;
// Handle opt-in device features
VULKAN_INTERNAL_AddOptInVulkanOptions(props, renderer);
renderer->requireHardwareAcceleration = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN, false);
if (!VULKAN_INTERNAL_CreateInstance(renderer)) {
SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Vulkan: Could not create Vulkan instance");
return false;
@@ -12375,23 +12392,9 @@ static bool VULKAN_PrepareDriver(SDL_VideoDevice *_this, SDL_PropertiesID props)
// This needs to be set early for log filtering
renderer->debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, false);
// Opt out device features (higher compatibility in exchange for reduced functionality)
renderer->desiredVulkan10DeviceFeatures.samplerAnisotropy = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredVulkan10DeviceFeatures.depthClamp = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredVulkan10DeviceFeatures.shaderClipDistance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredVulkan10DeviceFeatures.drawIndirectFirstInstance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, false);
// These features have near universal support so they are always enabled
renderer->desiredVulkan10DeviceFeatures.independentBlend = VK_TRUE;
renderer->desiredVulkan10DeviceFeatures.sampleRateShading = VK_TRUE;
renderer->desiredVulkan10DeviceFeatures.imageCubeArray = VK_TRUE;
// Handle opt-in device features
VULKAN_INTERNAL_AddOptInVulkanOptions(props, renderer);
renderer->requireHardwareAcceleration = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN, false);
result = VULKAN_INTERNAL_PrepareVulkan(renderer);
result = VULKAN_INTERNAL_PrepareVulkan(renderer, props);
if (result) {
renderer->vkDestroyInstance(renderer->instance, NULL);
}
@@ -12430,23 +12433,7 @@ static SDL_GPUDevice *VULKAN_CreateDevice(bool debugMode, bool preferLowPower, S
renderer->preferLowPower = preferLowPower;
renderer->allowedFramesInFlight = 2;
// Opt out device features (higher compatibility in exchange for reduced functionality)
renderer->desiredVulkan10DeviceFeatures.samplerAnisotropy = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredVulkan10DeviceFeatures.depthClamp = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredVulkan10DeviceFeatures.shaderClipDistance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredVulkan10DeviceFeatures.drawIndirectFirstInstance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
// These features have near universal support so they are always enabled
renderer->desiredVulkan10DeviceFeatures.independentBlend = VK_TRUE;
renderer->desiredVulkan10DeviceFeatures.sampleRateShading = VK_TRUE;
renderer->desiredVulkan10DeviceFeatures.imageCubeArray = VK_TRUE;
// Handle opt-in device features
VULKAN_INTERNAL_AddOptInVulkanOptions(props, renderer);
renderer->requireHardwareAcceleration = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN, false);
if (!VULKAN_INTERNAL_PrepareVulkan(renderer)) {
if (!VULKAN_INTERNAL_PrepareVulkan(renderer, props)) {
SET_STRING_ERROR("Failed to initialize Vulkan!");
SDL_free(renderer);
SDL_Vulkan_UnloadLibrary();