Commit Graph

326 Commits

Author SHA1 Message Date
cosmonaut
543b8b9b12 GPU: Fix Vulkan backend segfault
(cherry picked from commit f8b7e22d7d)
2026-04-06 14:47:00 -07:00
cosmonaut
c226a67760 GPU: Fix memory leak in Vulkan command buffer
(cherry picked from commit aeb4309c0e)
2026-04-06 10:40:14 -07:00
Sascha Reuter
3939fb03bf GPU Vulkan: handle VK_ERROR_SURFACE_LOST_KHR in acquire path
On Android, backgrounding and foregrounding an app causes the Vulkan
surface to be destroyed. vkAcquireNextImageKHR returns
VK_ERROR_SURFACE_LOST_KHR, but the acquire while(true) loop only calls
RecreateSwapchain which doesn't recreate the surface, resulting in an
infinite retry loop and a black screen.

Handle VK_ERROR_SURFACE_LOST_KHR by setting both needsSurfaceRecreate
and needsSwapchainRecreate, then returning to let the existing
recreation path handle it on the next call.

Fixes #15322

(cherry picked from commit c98b36ff03)
2026-04-06 07:19:36 -07:00
Evan Hemsley
96c4104523 GPU: Refcount Vulkan allocations to fix transfer corruption on defrag (#15127) 2026-03-11 10:31:01 -07:00
Ethan Lee
96e05da95e gpu: Fix swapchain texture cycling.
This is actually a 1:1 copy of a patch we wrote for GPU PS5 some time ago!
2026-03-07 10:37:53 -05:00
ImpDi
99a65853a6 Texture2DArray and Compute Pipeline in DirectX12 (#15161)
Apparently, because PlaneSlice wasn't initialized, we couldn't use SDL_GPU_TEXTURETYPE_2D_ARRAY and SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE together, as the error d3d12:
"ID3D12Device::CreateUnorderedAccessView occurred: The PlaneSlice -858993460 is invalid when the resource format is R8G8B8A8_UNORM and the view format is R8G8B8A8_UNORM. Only Plane Slice 0 is valid when creating a view on a non-planar format. [ STATE_CREATION ERROR #344: CREATEUNORDEREDACCESSVIEW_INVALIDPLANESLICE]"

(cherry picked from commit 89cab56536)
2026-03-03 19:20:09 -08:00
Petar Popovic
8bf6e23164 Fix potential memory leak in VULKAN_AcquireCommandBuffer() on error
(cherry picked from commit 77f4a8e2b8)
2026-03-01 14:11:19 -08:00
Ethan Lee
910d31e56a vulkan: Only enable KHR_portability_enumeration when available 2026-02-20 11:35:37 -05:00
Jesse Chounard
76ff74eeab Fix D3D12 DSV creation for array/cube/cube-array depth textures
DSV creation was missing a TEXTURE2DARRAY branch for array, cube, and
cube-array depth textures. It fell through to TEXTURE2D, so
FirstArraySlice was never set and all layers' DSVs targeted layer 0.
This caused incorrect rendering when using depth textures with multiple
layers, such as cubemap shadow maps.
2026-02-20 10:26:32 -05:00
William Horvath
8df04368b3 gpu_vulkan: Set texture container before transitioning to default barrier state.
Avoids a null dereference of currentRegion->vulkanTexture->container in DefragmentMemory:

} else if (!currentRegion->isBuffer && !currentRegion->vulkanTexture->markedForDestroy) {
...
&currentRegion->vulkanTexture->container->header.info
... (among others)

by not "VULKAN_Submit"ting (and thus adding it to the defrag pool) before setting the container.

Although rare (defrag almost never ran), this crash happened in a real-world application.

(cherry picked from commit 06bf8d1924)
2026-02-17 14:13:03 -08:00
Evan Hemsley
171874ae5c GPU: Allow D3D12 backend to load vendored D3D12Core.dll (#14946)
---------

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
(cherry picked from commit e25e0f3c5b)
2026-02-02 11:40:08 -08:00
Caleb Cornett
de5e0f1784 GPU: Query UnrestrictedBufferTextureCopyPitchSupported to avoid D3D12 realignment copies
(cherry picked from commit 742a6fd092)
2026-01-31 16:04:03 -08:00
Lucas Murray
1a278bb511 GPU: Fix memory leak when creating D3D12 compute pipelines 2026-01-31 16:24:06 -05:00
Ethan Lee
e803cbb34a gpu: Rank dzn above lavapipe, for WSL Vulkan support 2026-01-31 08:35:04 -05:00
Eddy Jansson
ff2a43bfbf Fix typos in comments.
(cherry picked from commit 23fec649c2)
2026-01-30 07:25:35 -08:00
Ethan Lee
5a4f1cbceb gpu: MSVC buildfix for Vulkan device property struct initialization 2026-01-30 09:41:05 -05:00
Ethan Lee
c4074bc9c9 gpu: Check for Vulkan conformance while checking the device rank.
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 09:22:13 -05:00
Sam Lantinga
e612c58518 Reference count window claim calls for a given GPU device
Fixes https://github.com/libsdl-org/SDL/issues/14918

(cherry picked from commit 696c12826f)
2026-01-29 14:05:13 -08:00
Ethan Lee
dfb270f87c gpu: Vulkan should fail if the best device is non-conformant 2026-01-29 14:42:17 -05:00
Sam Lantinga
34c687a59b Add the type to SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1
(cherry picked from commit 17c375738f)
2026-01-25 09:16:00 -08:00
Ethan Lee
78b16b3cb8 gpu: Add SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1 property
(cherry picked from commit 16f2037efd)
2026-01-25 09:09:28 -08:00
Madeline Whitmore
e48e8a48ad SDL GPU: Fix features not being enabled with Vulkan 1.1 (#14885)
Use pre-Vulkan 1.2 structs to request features from a Vulkan 1.1 instance.

(cherry picked from commit 97b177c92f)
2026-01-25 08:19:42 -08:00
Eddy Jansson
1d6d424775 Prefer SDL_zero()/SDL_zerop()
Replace uses of 'SDL_memset(E, 0, sizeof(E))' and similar
with the SDL_zero()/SDL_zerop() macros.

(cherry picked from commit 83fb7b6636)
2026-01-23 11:23:55 -08:00
Lucas Murray
9a5700e9a3 GPU: Add error message to Vulkan buffer creation error path
(cherry picked from commit cced3ce8b9)
2026-01-04 15:18:11 -08:00
Ethan Lee
cbed9bd54d gpu: D3D12 uploads should also factor in block size for height, not just width.
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!

(cherry picked from commit f472f93db8)
2026-01-02 07:37:56 -08:00
Sam Lantinga
80c6a5f8d9 Updated copyright for 2026 2026-01-01 09:48:19 -08:00
Frank Praznik
cb4f33b644 gpu: Use the window event watcher list for Vulkan and D3D12
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)
* 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.
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
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.
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.
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