godot/platform/windows/rendering_context_driver_vulkan_windows.cpp

/**************************************************************************/
/*  rendering_context_driver_vulkan_windows.cpp                           */
/**************************************************************************/
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#if defined(WINDOWS_ENABLED) && defined(VULKAN_ENABLED)

#include "core/os/os.h"

#include "rendering_context_driver_vulkan_windows.h"

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

const char *RenderingContextDriverVulkanWindows::_get_platform_surface_extension() const {
	return VK_KHR_WIN32_SURFACE_EXTENSION_NAME;
}

RenderingContextDriverVulkanWindows::RenderingContextDriverVulkanWindows() {
	// Workaround for Vulkan not working on setups with AMD integrated graphics + NVIDIA dedicated GPU (GH-57708).
	// This prevents using AMD integrated graphics with Vulkan entirely, but it allows the engine to start
	// even on outdated/broken driver setups.
	OS::get_singleton()->set_environment("DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1", "1");
}

RenderingContextDriverVulkanWindows::~RenderingContextDriverVulkanWindows() {
	// Does nothing.
}

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

	VkWin32SurfaceCreateInfoKHR create_info = {};
	create_info.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR;
	create_info.hinstance = wpd->instance;
	create_info.hwnd = wpd->window;

	VkSurfaceKHR vk_surface = VK_NULL_HANDLE;
	VkResult err = vkCreateWin32SurfaceKHR(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);
}

#endif // WINDOWS_ENABLED && VULKAN_ENABLED