SDL 3.0
SDL_vulkan.h File Reference
+ Include dependency graph for SDL_vulkan.h:

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Macros

#define VK_DEFINE_HANDLE(object)
 
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object)
 

Functions

Vulkan support functions
bool SDL_Vulkan_LoadLibrary (const char *path)
 
SDL_FunctionPointer SDL_Vulkan_GetVkGetInstanceProcAddr (void)
 
void SDL_Vulkan_UnloadLibrary (void)
 
char const *const * SDL_Vulkan_GetInstanceExtensions (Uint32 *count)
 
bool SDL_Vulkan_CreateSurface (SDL_Window *window, VkInstance instance, const struct VkAllocationCallbacks *allocator, VkSurfaceKHR *surface)
 
void SDL_Vulkan_DestroySurface (VkInstance instance, VkSurfaceKHR surface, const struct VkAllocationCallbacks *allocator)
 
bool SDL_Vulkan_GetPresentationSupport (VkInstance instance, VkPhysicalDevice physicalDevice, Uint32 queueFamilyIndex)
 

Macro Definition Documentation

◆ VK_DEFINE_HANDLE

#define VK_DEFINE_HANDLE ( object)
Value:
typedef struct object##_T* object;

CategoryVulkan

Functions for creating Vulkan surfaces on SDL windows.

For the most part, Vulkan operates independent of SDL, but it benefits from a little support during setup.

Use SDL_Vulkan_GetInstanceExtensions() to get platform-specific bits for creating a VkInstance, then SDL_Vulkan_GetVkGetInstanceProcAddr() to get the appropriate function for querying Vulkan entry points. Then SDL_Vulkan_CreateSurface() will get you the final pieces you need to prepare for rendering into an SDL_Window with Vulkan.

Unlike OpenGL, most of the details of "context" creation and window buffer swapping are handled by the Vulkan API directly, so SDL doesn't provide Vulkan equivalents of SDL_GL_SwapWindow(), etc; they aren't necessary.

Definition at line 59 of file SDL_vulkan.h.

◆ VK_DEFINE_NON_DISPATCHABLE_HANDLE

#define VK_DEFINE_NON_DISPATCHABLE_HANDLE ( object)
Value:
typedef uint64_t object;

Definition at line 64 of file SDL_vulkan.h.

Function Documentation

◆ SDL_Vulkan_CreateSurface()

bool SDL_Vulkan_CreateSurface ( SDL_Window * window,
VkInstance instance,
const struct VkAllocationCallbacks * allocator,
VkSurfaceKHR * surface )
extern

Create a Vulkan rendering surface for a window.

The window must have been created with the SDL_WINDOW_VULKAN flag and instance must have been created with extensions returned by SDL_Vulkan_GetInstanceExtensions() enabled.

If allocator is NULL, Vulkan will use the system default allocator. This argument is passed directly to Vulkan and isn't used by SDL itself.

Parameters
windowthe window to which to attach the Vulkan surface.
instancethe Vulkan instance handle.
allocatora VkAllocationCallbacks struct, which lets the app set the allocator that creates the surface. Can be NULL.
surfacea pointer to a VkSurfaceKHR handle to output the newly created surface.
Returns
true on success or false on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.2.0.
See also
SDL_Vulkan_GetInstanceExtensions
SDL_Vulkan_DestroySurface

◆ SDL_Vulkan_DestroySurface()

void SDL_Vulkan_DestroySurface ( VkInstance instance,
VkSurfaceKHR surface,
const struct VkAllocationCallbacks * allocator )
extern

Destroy the Vulkan rendering surface of a window.

This should be called before SDL_DestroyWindow, if SDL_Vulkan_CreateSurface was called after SDL_CreateWindow.

The instance must have been created with extensions returned by SDL_Vulkan_GetInstanceExtensions() enabled and surface must have been created successfully by an SDL_Vulkan_CreateSurface() call.

If allocator is NULL, Vulkan will use the system default allocator. This argument is passed directly to Vulkan and isn't used by SDL itself.

Parameters
instancethe Vulkan instance handle.
surfacevkSurfaceKHR handle to destroy.
allocatora VkAllocationCallbacks struct, which lets the app set the allocator that destroys the surface. Can be NULL.
Since
This function is available since SDL 3.2.0.
See also
SDL_Vulkan_GetInstanceExtensions
SDL_Vulkan_CreateSurface

◆ SDL_Vulkan_GetInstanceExtensions()

char const *const * SDL_Vulkan_GetInstanceExtensions ( Uint32 * count)
extern

Get the Vulkan instance extensions needed for vkCreateInstance.

This should be called after either calling SDL_Vulkan_LoadLibrary() or creating an SDL_Window with the SDL_WINDOW_VULKAN flag.

On return, the variable pointed to by count will be set to the number of elements returned, suitable for using with VkInstanceCreateInfo::enabledExtensionCount, and the returned array can be used with VkInstanceCreateInfo::ppEnabledExtensionNames, for calling Vulkan's vkCreateInstance API.

You should not free the returned array; it is owned by SDL.

Parameters
counta pointer filled in with the number of extensions returned.
Returns
an array of extension name strings on success, NULL on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.2.0.
See also
SDL_Vulkan_CreateSurface

◆ SDL_Vulkan_GetPresentationSupport()

bool SDL_Vulkan_GetPresentationSupport ( VkInstance instance,
VkPhysicalDevice physicalDevice,
Uint32 queueFamilyIndex )
extern

Query support for presentation via a given physical device and queue family.

The instance must have been created with extensions returned by SDL_Vulkan_GetInstanceExtensions() enabled.

Parameters
instancethe Vulkan instance handle.
physicalDevicea valid Vulkan physical device handle.
queueFamilyIndexa valid queue family index for the given physical device.
Returns
true if supported, false if unsupported or an error occurred.
Since
This function is available since SDL 3.2.0.
See also
SDL_Vulkan_GetInstanceExtensions

◆ SDL_Vulkan_GetVkGetInstanceProcAddr()

SDL_FunctionPointer SDL_Vulkan_GetVkGetInstanceProcAddr ( void )
extern

Get the address of the vkGetInstanceProcAddr function.

This should be called after either calling SDL_Vulkan_LoadLibrary() or creating an SDL_Window with the SDL_WINDOW_VULKAN flag.

The actual type of the returned function pointer is PFN_vkGetInstanceProcAddr, but that isn't available because the Vulkan headers are not included here. You should cast the return value of this function to that type, e.g.

vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr)SDL_Vulkan_GetVkGetInstanceProcAddr();

Returns
the function pointer for vkGetInstanceProcAddr or NULL on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.2.0.

◆ SDL_Vulkan_LoadLibrary()

bool SDL_Vulkan_LoadLibrary ( const char * path)
extern

Dynamically load the Vulkan loader library.

This should be called after initializing the video driver, but before creating any Vulkan windows. If no Vulkan loader library is loaded, the default library will be loaded upon creation of the first Vulkan window.

SDL keeps a counter of how many times this function has been successfully called, so it is safe to call this function multiple times, so long as it is eventually paired with an equivalent number of calls to SDL_Vulkan_UnloadLibrary. The path argument is ignored unless there is no library currently loaded, and and the library isn't actually unloaded until there have been an equivalent number of calls to SDL_Vulkan_UnloadLibrary.

It is fairly common for Vulkan applications to link with libvulkan instead of explicitly loading it at run time. This will work with SDL provided the application links to a dynamic library and both it and SDL use the same search path.

If you specify a non-NULL path, an application should retrieve all of the Vulkan functions it uses from the dynamic library using SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee path points to the same vulkan loader library the application linked to.

On Apple devices, if path is NULL, SDL will attempt to find the vkGetInstanceProcAddr address within all the Mach-O images of the current process. This is because it is fairly common for Vulkan applications to link with libvulkan (and historically MoltenVK was provided as a static library). If it is not found, on macOS, SDL will attempt to load vulkan.framework/vulkan, libvulkan.1.dylib, MoltenVK.framework/MoltenVK, and libMoltenVK.dylib, in that order. On iOS, SDL will attempt to load libMoltenVK.dylib. Applications using a dynamic framework or .dylib must ensure it is included in its application bundle.

On non-Apple devices, application linking with a static libvulkan is not supported. Either do not link to the Vulkan loader or link to a dynamic library version.

Parameters
paththe platform dependent Vulkan loader library name or NULL.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function is not thread safe.

Since
This function is available since SDL 3.2.0.
See also
SDL_Vulkan_GetVkGetInstanceProcAddr
SDL_Vulkan_UnloadLibrary

◆ SDL_Vulkan_UnloadLibrary()

void SDL_Vulkan_UnloadLibrary ( void )
extern

Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary().

SDL keeps a counter of how many times this function has been called, so it is safe to call this function multiple times, so long as it is paired with an equivalent number of calls to SDL_Vulkan_LoadLibrary. The library isn't actually unloaded until there have been an equivalent number of calls to SDL_Vulkan_UnloadLibrary.

Once the library has actually been unloaded, if any Vulkan instances remain, they will likely crash the program. Clean up any existing Vulkan resources, and destroy appropriate windows, renderers and GPU devices before calling this function.

\threadsafety This function is not thread safe.

Since
This function is available since SDL 3.2.0.
See also
SDL_Vulkan_LoadLibrary