vulkan: Initial Vulkan support!

This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
This commit is contained in:
Ryan C. Gordon
2017-08-27 22:15:57 -04:00
parent 8e7998e19d
commit 25e3a1ec90
60 changed files with 5456 additions and 80 deletions

View File

@@ -233,7 +233,6 @@ typedef enum
SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001
} SDL_GLContextResetNotification;
/* Function prototypes */
/**
@@ -457,17 +456,32 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
* ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_BORDERLESS,
* ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED,
* ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_INPUT_GRABBED,
* ::SDL_WINDOW_ALLOW_HIGHDPI.
* ::SDL_WINDOW_ALLOW_HIGHDPI, ::SDL_WINDOW_VULKAN.
*
* \return The created window, or NULL if window creation failed.
*
* If the window is created with the SDL_WINDOW_ALLOW_HIGHDPI flag, its size
* in pixels may differ from its size in screen coordinates on platforms with
* high-DPI support (e.g. iOS and Mac OS X). Use SDL_GetWindowSize() to query
* the client area's size in screen coordinates, and SDL_GL_GetDrawableSize()
* or SDL_GetRendererOutputSize() to query the drawable size in pixels.
* the client area's size in screen coordinates, and SDL_GL_GetDrawableSize(),
* SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to query the
* drawable size in pixels.
*
* If the window is created with any of the SDL_WINDOW_OPENGL or
* SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
* (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
* corrensponding UnloadLibrary function is called by SDL_DestroyWindow().
*
* If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
* SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
*
* \note On non-Apple devices, SDL requires you to either not link to the
* Vulkan loader or link to a dynamic library version. This limitation
* may be removed in a future version of SDL.
*
* \sa SDL_DestroyWindow()
* \sa SDL_GL_LoadLibrary()
* \sa SDL_Vulkan_LoadLibrary()
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
int x, int y, int w,
@@ -879,7 +893,7 @@ extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window);
* \param window The window which will be made transparent or opaque
* \param opacity Opacity (0.0f - transparent, 1.0f - opaque) This will be
* clamped internally between 0.0f and 1.0f.
*
*
* \return 0 on success, or -1 if setting the opacity isn't supported.
*
* \sa SDL_GetWindowOpacity()
@@ -906,7 +920,7 @@ extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * ou
*
* \param modal_window The window that should be modal
* \param parent_window The parent window
*
*
* \return 0 on success, or -1 otherwise.
*/
extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
@@ -919,7 +933,7 @@ extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL
* obscured by other windows.
*
* \param window The window that should get the input focus
*
*
* \return 0 on success, or -1 otherwise.
* \sa SDL_RaiseWindow()
*/