Generalize and validate optional GPU feature properties

Fixes https://github.com/libsdl-org/SDL/issues/13139
Fixes https://github.com/libsdl-org/SDL/issues/13138
This commit is contained in:
Sam Lantinga
2025-09-29 06:55:36 -07:00
parent 37410908c7
commit f61e271e11
5 changed files with 89 additions and 51 deletions

View File

@@ -719,6 +719,9 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
if (result != NULL) {
result->backend = selectedBackend->name;
result->debug_mode = debug_mode;
result->validate_feature_depth_clamp_disabled = !SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, true);
result->validate_feature_indirect_draw_first_instance_disabled = !SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN, true);
result->validate_feature_anisotropy_disabled = !SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN, true);
}
}
return result;
@@ -1104,6 +1107,12 @@ SDL_GPUGraphicsPipeline *SDL_CreateGPUGraphicsPipeline(
CHECK_STENCILOP_ENUM_INVALID(stencil_state->pass_op, NULL)
CHECK_STENCILOP_ENUM_INVALID(stencil_state->depth_fail_op, NULL)
}
if (device->validate_feature_depth_clamp_disabled &&
!graphicsPipelineCreateInfo->rasterizer_state.enable_depth_clip) {
SDL_assert_release(!"Rasterizer state enable_depth_clip must be set to true (FEATURE_DEPTH_CLAMPING disabled)");
return NULL;
}
}
return device->CreateGraphicsPipeline(
@@ -1122,6 +1131,14 @@ SDL_GPUSampler *SDL_CreateGPUSampler(
return NULL;
}
if (device->debug_mode) {
if (device->validate_feature_anisotropy_disabled &&
createinfo->enable_anisotropy) {
SDL_assert_release(!"enable_anisotropy must be set to false (FEATURE_ANISOTROPY disabled)");
return NULL;
}
}
return device->CreateSampler(
device->driverData,
createinfo);
@@ -2164,6 +2181,11 @@ void SDL_DrawGPUIndexedPrimitives(
CHECK_RENDERPASS
CHECK_GRAPHICS_PIPELINE_BOUND
SDL_GPU_CheckGraphicsBindings(render_pass);
if (RENDERPASS_DEVICE->validate_feature_indirect_draw_first_instance_disabled &&
first_instance != 0) {
SDL_assert_release(!"first_instance must be 0 (FEATURE_INDIRECT_DRAW_FIRST_INSTANCE disabled)");
return;
}
}
RENDERPASS_DEVICE->DrawIndexedPrimitives(
@@ -2191,6 +2213,11 @@ void SDL_DrawGPUPrimitives(
CHECK_RENDERPASS
CHECK_GRAPHICS_PIPELINE_BOUND
SDL_GPU_CheckGraphicsBindings(render_pass);
if (RENDERPASS_DEVICE->validate_feature_indirect_draw_first_instance_disabled &&
first_instance != 0) {
SDL_assert_release(!"first_instance must be 0 (FEATURE_INDIRECT_DRAW_FIRST_INSTANCE disabled)");
return;
}
}
RENDERPASS_DEVICE->DrawPrimitives(

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@@ -1096,6 +1096,9 @@ struct SDL_GPUDevice
// Store this for SDL_gpu.c's debug layer
bool debug_mode;
bool validate_feature_depth_clamp_disabled;
bool validate_feature_indirect_draw_first_instance_disabled;
bool validate_feature_anisotropy_disabled;
};
#define ASSIGN_DRIVER_FUNC(func, name) \

View File

@@ -11739,10 +11739,10 @@ static bool VULKAN_PrepareDriver(SDL_VideoDevice *_this, SDL_PropertiesID props)
renderer = (VulkanRenderer *)SDL_calloc(1, sizeof(*renderer));
if (renderer) {
// Opt out device features (higher compatibility in exchange for reduced functionality)
renderer->desiredDeviceFeatures.samplerAnisotropy = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.depthClamp = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.shaderClipDistance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.drawIndirectFirstInstance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.samplerAnisotropy = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.depthClamp = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.shaderClipDistance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.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->desiredDeviceFeatures.independentBlend = VK_TRUE;
@@ -11788,10 +11788,10 @@ static SDL_GPUDevice *VULKAN_CreateDevice(bool debugMode, bool preferLowPower, S
renderer->allowedFramesInFlight = 2;
// Opt out device features (higher compatibility in exchange for reduced functionality)
renderer->desiredDeviceFeatures.samplerAnisotropy = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.depthClamp = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.shaderClipDistance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.drawIndirectFirstInstance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.samplerAnisotropy = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.depthClamp = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.shaderClipDistance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE;
renderer->desiredDeviceFeatures.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->desiredDeviceFeatures.independentBlend = VK_TRUE;