godot/platform/android/rendering_context_driver_vulkan_android.cpp

/**************************************************************************/
/*  rendering_context_driver_vulkan_android.cpp                           */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "rendering_context_driver_vulkan_android.h"

#ifdef VULKAN_ENABLED

#ifdef USE_VOLK
#include <volk.h>
#else
#include <vulkan/vulkan.h>
#endif

const char *RenderingContextDriverVulkanAndroid::_get_platform_surface_extension() const {
	return VK_KHR_ANDROID_SURFACE_EXTENSION_NAME;
}

RenderingContextDriver::SurfaceID RenderingContextDriverVulkanAndroid::surface_create(const void *p_platform_data) {
	const WindowPlatformData *wpd = (const WindowPlatformData *)(p_platform_data);

	VkAndroidSurfaceCreateInfoKHR create_info = {};
	create_info.sType = VK_STRUCTURE_TYPE_ANDROID_SURFACE_CREATE_INFO_KHR;
	create_info.window = wpd->window;

	VkSurfaceKHR vk_surface = VK_NULL_HANDLE;
	VkResult err = vkCreateAndroidSurfaceKHR(instance_get(), &create_info, get_allocation_callbacks(VK_OBJECT_TYPE_SURFACE_KHR), &vk_surface);
	ERR_FAIL_COND_V(err != VK_SUCCESS, SurfaceID());

	Surface *surface = memnew(Surface);
	surface->vk_surface = vk_surface;
	return SurfaceID(surface);
}

bool RenderingContextDriverVulkanAndroid::_use_validation_layers() const {
	TightLocalVector<const char *> layer_names;
	Error err = _find_validation_layers(layer_names);

	// On Android, we use validation layers automatically if they were explicitly linked with the app.
	return (err == OK) && !layer_names.is_empty();
}

#endif // VULKAN_ENABLED