Ethan Lee
e8065ad9a0
gpu: Update the CHECK_DEVICE_MAGIC comments one more time.
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Me fail English? That's unpossible!
2026-02-01 14:02:58 -05:00
Ethan Lee
415cc64d2f
gpu: Update comments above CHECK_DEVICE_MAGIC macro
2026-02-01 13:54:27 -05:00
Lucas Murray
a0dc3a6727
GPU: Fix memory leak when creating D3D12 compute pipelines
2026-01-31 16:23:04 -05:00
Caleb Cornett
742a6fd092
GPU: Query UnrestrictedBufferTextureCopyPitchSupported to avoid D3D12 realignment copies
2026-01-31 16:22:32 -05:00
Ethan Lee
fe8b68db60
gpu: Rank dzn above lavapipe, for WSL Vulkan support
2026-01-31 08:34:47 -05:00
Aaron Benjamin
9a91d7236a
GPU: OpenXR integration ( #14837 )
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Based on Beyley's initial draft in #11601 .
Co-authored-by: Beyley Cardellio <ep1cm1n10n123@gmail.com >
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com >
2026-01-30 17:18:51 -05:00
Eddy Jansson
23fec649c2
Fix typos in comments.
2026-01-30 07:25:02 -08:00
Ethan Lee
db9676875e
gpu: MSVC buildfix for Vulkan device property struct initialization
2026-01-30 09:40:24 -05:00
Ethan Lee
ad70aac0db
gpu: Check for Vulkan conformance while checking the device rank.
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This should behave largely the same, except now Dozen is given a pass for WSL.
This is a better fix for #14915 .
2026-01-30 09:20:26 -05:00
Sam Lantinga
696c12826f
Reference count window claim calls for a given GPU device
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Fixes https://github.com/libsdl-org/SDL/issues/14918
2026-01-29 14:05:00 -08:00
Ethan Lee
a4fa04f2d4
gpu: Vulkan should fail if the best device is non-conformant
2026-01-29 14:41:34 -05:00
Sam Lantinga
17c375738f
Add the type to SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1
2026-01-25 09:12:15 -08:00
Ethan Lee
16f2037efd
gpu: Add SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1 property
2026-01-25 09:09:08 -08:00
Madeline Whitmore
97b177c92f
SDL GPU: Fix features not being enabled with Vulkan 1.1 ( #14885 )
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Use pre-Vulkan 1.2 structs to request features from a Vulkan 1.1 instance.
2026-01-25 08:18:57 -08:00
Eddy Jansson
83fb7b6636
Prefer SDL_zero()/SDL_zerop()
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Replace uses of 'SDL_memset(E, 0, sizeof(E))' and similar
with the SDL_zero()/SDL_zerop() macros.
2026-01-23 11:23:27 -08:00
Cameron Cawley
cd72f6b02e
Fix B4G4R4A4_UNORM swizzle with the Metal GPU driver
2026-01-18 12:48:24 -08:00
Cameron Cawley
25583798a0
Fix mapping between surface and GPU pixel formats
2026-01-18 12:48:24 -08:00
Lucas Murray
cced3ce8b9
GPU: Add error message to Vulkan buffer creation error path
2026-01-04 15:17:53 -08:00
Ethan Lee
f472f93db8
gpu: D3D12 uploads should also factor in block size for height, not just width.
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It turns out the reason this function was having so many overread issues was because our row copies were wrong - for compressed images we also need to reduce the row count based on the block size, similar to what we already do for pitch calculation - these copies are byte copies, not pixel copies!
2026-01-02 07:37:30 -08:00
Sam Lantinga
5f086e7623
Updated copyright for 2026
2026-01-01 09:40:08 -08:00
Frank Praznik
cb4f33b644
gpu: Use the window event watcher list for Vulkan and D3D12
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Events won't be delivered to the regular event watcher list callbacks if a client event filter discards events. Use the special window event watcher list to watch for resizes in the GPU renderers, as events are delivered to this list before a client can potentially discard them.
2025-12-30 22:18:19 -05:00
Edgar San Martin, Jr.
bd29d60d3c
GPU: Add bounds validation for slot bindings and uniform data pushes. ( #14692 )
2025-12-23 08:36:06 -08:00
999pingGG
5a257202d2
GPU: Better detection of surface destruction
2025-12-21 17:16:34 -08:00
999pingGG
190b902fac
GPU: Fix Android surface and swapchain recreation on app resume ( #14676 )
2025-12-19 09:54:08 -08:00
Nuno Silva
d94cd1efad
GPU: Ensure Vulkan doesn't pass unsupported feature structures for requested vulkan version ( #14662 )
2025-12-15 17:57:49 -08:00
Evan Hemsley
1260c10aab
GPU Vulkan: Only modify surface on window claim or release ( #14659 )
2025-12-15 12:54:16 -08:00
Jakub Wasilewski
73c9f25867
GPU: Metal: Rebind storage buffers when changing the pipeline moves them.
2025-12-15 11:45:29 -08:00
Arnoldo Adonaí Barón Robles
e5731f9bac
GPU: Fix crash on Android upon returning from the background
2025-12-10 20:58:19 -05:00
LuncyBloont
ab67be7e5a
Fix crash in UploadToTexture() on DX12.
2025-12-05 11:46:41 -08:00
Jakub Wasilewski
f5ea8805e1
Change how WinPixEventRuntime.dll is used under D3D12/Windows. ( #14600 )
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* GPU: D3D12: Missing WinPixEventRuntime.dll now logs warning at device creation time.
* GPU: D3D12: Debug label functions are now a no-op when WinPixEventRuntime.dll is missing.
* Docs: GPU: Debug function documentation now notes WinPixEventRuntime.dll is required under D3D12.
2025-12-05 09:40:57 -08:00
cosmonaut
aae2f74ae6
GPU: Remove erroneous buffer usage flag from defrag process
2025-12-03 15:03:25 -08:00
Jakub Wasilewski
0c5ad99ec1
GPU: D3D12: Use WinPixEventRuntime.dll for debug events when available.
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This prevents validation errors on D3D12 caused by the previous solution
that utilized internal D3D12 functions. This is still the fallback
solution if WinPixEventRuntime.dll is not present in PATH, but a warning
is printed to let you know how to fix these errors.
2025-12-03 12:00:17 -08:00
Evan Hemsley
2b1904a849
GPU: Prefer D3D12 over Vulkan when available
2025-12-01 17:50:23 -05:00
Antti Ala-Fossi
29f3844b01
Fix assert in SDL_BeginGPURenderPass
2025-11-25 10:46:53 -08:00
Sam Lantinga
1fc093491a
vulkan gpu: set the sample count for depth prepass
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Fixes https://github.com/libsdl-org/SDL/issues/14500
2025-11-22 07:53:16 -08:00
Ethan Lee
9dbde4542c
gpu: Windows 11 guarantees a D3D12 minimum, skip checks accordingly
2025-11-12 16:22:35 -05:00
Ethan Lee
04a62cba1f
gpu: Set up D3D12 device checks to avoid unnecessary queries
2025-11-12 11:19:07 -05:00
Ethan Lee
b2585ac236
gpu: Vulkan feature/extension lists do not need to be stored in the renderer
2025-11-11 21:24:45 -05:00
Ethan Lee
536507101d
gpu: De-duplicate property enumeration for Vulkan features
2025-11-11 20:58:14 -05:00
TheSniperFan
ac0f77b7e6
Allow SDL GPU to opt into additional Vulkan features ( #14204 )
2025-11-11 15:53:06 -08:00
Maia
5ec6147acb
Add missing type suffix to SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION prop
2025-11-11 10:37:27 -05:00
Ethan Lee
b5624e14ff
gpu: Add SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION property
2025-11-10 20:20:05 -05:00
Ethan Lee
0b2073d143
gpu: Remove dead code in the Vulkan device ranking system.
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This block was a sloppy way of trying to avoid prioritizing lavapipe over another device, but truthfully the only way to guarantee avoiding CPU drivers is to add a property to allow apps to require hardware acceleration.
2025-11-10 18:16:54 -05:00
Ethan Lee
1b79ba9ab6
gpu: Separate device suitability from device rank when enumerating Vulkan devices.
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This makes it a bit clearer what the "minimum" is vs. the "best", which should be two separate queries.
2025-11-10 18:16:54 -05:00
Ethan Lee
6976b57988
gpu: Move device ranking to the bottom of IsDeviceSuitable.
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This prevents devices without presentation/graphics support from getting ranked.
2025-11-10 18:16:54 -05:00
Ethan Lee
799c6aa629
gpu: Move device ranking to a standalone function.
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This allows us to treat Dozen as an "other" driver, rather than blacklisting it outright.
2025-11-10 18:16:54 -05:00
Ethan Lee
0cc2b026e7
gpu: Check for MSFT_layered_driver, skip layered drivers during enumeration
2025-11-10 18:16:54 -05:00
Chris Genova
6a01d6e7d3
D3D12 GPU: Prevent reading out of bounds when uploading textures.
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When the upload needs realignment, a new buffer is created to do the
upload, and the source data is copied to the new buffer. This commit
fixes the issue where the memcopy can read off the end of the source
buffer since it is reading based on destination pitch instead of source
pitch.
2025-11-07 17:47:51 -08:00
Sam Lantinga
4db63e323e
Save a copy of the D3D12 semantic string
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Fixes https://github.com/libsdl-org/SDL/issues/14383
2025-11-02 16:16:20 -08:00
Katelyn Gadd
9479ac039c
If VULKAN_Submit fails during VULKAN_INTERNAL_CreateTexture, destroy the texture and return NULL
2025-10-20 16:24:20 -07:00