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Add glfwInitVulkanLoader
This removes the GLFW_VULKAN_STATIC CMake option and the _GLFW_VULKAN_STATIC configuration macro and replaces them with the glfwInitVulkanLoader function, allowing a single library binary to provide both behaviors. This is based on the design from PR #1374 by @pmuetschard. Closes #1374 Closes #1890
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@@ -273,10 +273,6 @@ __GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along
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with the library. This is enabled by default if
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[Doxygen](https://www.doxygen.nl/) is found by CMake during configuration.
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@anchor GLFW_VULKAN_STATIC
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__GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked
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directly with the application. This is disabled by default.
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@subsection compile_options_win32 Win32 specific CMake options
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@@ -383,10 +379,6 @@ attempts to detect the appropriate platform at initialization.
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If you are building GLFW as a shared library / dynamic library / DLL then you
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must also define @b _GLFW_BUILD_DLL. Otherwise, you must not define it.
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If you are linking the Vulkan loader directly with your application then you
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must also define @b _GLFW_VULKAN_STATIC. Otherwise, GLFW will attempt to use the
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external version.
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If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1
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or GLESv2 library, you can override the default names by defining those you need
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of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b
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@@ -35,6 +35,7 @@ successfully initialized, and only from the main thread.
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- @ref glfwSetErrorCallback
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- @ref glfwInitHint
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- @ref glfwInitAllocator
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- @ref glfwInitVulkanLoader
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- @ref glfwInit
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- @ref glfwTerminate
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@@ -142,6 +142,17 @@ GLFW_TRANSPARENT_FRAMEBUFFER on Windows 7 if DWM transparency is off
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@subsection removals_34 Removals in 3.4
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@subsubsection vulkan_static_34 GLFW_VULKAN_STATIC CMake option has been removed
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This option was used to compile GLFW directly linked with the Vulkan loader, instead of
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using dynamic loading to get hold of `vkGetInstanceProcAddr` at initialization. This is
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now done by calling the @ref glfwInitVulkanLoader function before initialization.
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If you need backward compatibility, this macro can still be defined for GLFW 3.4 and will
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have no effect. The call to @ref glfwInitVulkanLoader can be conditionally enabled in
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your code by checking the @ref GLFW_VERSION_MAJOR and @ref GLFW_VERSION_MINOR macros.
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@subsubsection osmesa_option_34 GLFW_USE_OSMESA CMake option has been removed
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This option was used to compile GLFW for the Null platform. The Null platform is now
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@@ -168,6 +179,7 @@ then GLFW will fail to initialize.
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- @ref glfwInitAllocator
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- @ref glfwGetPlatform
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- @ref glfwPlatformSupported
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- @ref glfwInitVulkanLoader
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@subsubsection types_34 New types in version 3.4
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@@ -29,22 +29,28 @@ are also guides for the other areas of the GLFW API.
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- @ref input_guide
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@section vulkan_loader Linking against the Vulkan loader
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@section vulkan_loader Finding the Vulkan loader
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By default, GLFW will look for the Vulkan loader on demand at runtime via its
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standard name (`vulkan-1.dll` on Windows, `libvulkan.so.1` on Linux and other
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Unix-like systems and `libvulkan.1.dylib` on macOS). This means that GLFW does
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not need to be linked against the loader. However, it also means that if you
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are using the static library form of the Vulkan loader GLFW will either fail to
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find it or (worse) use the wrong one.
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GLFW itself does not ever need to be linked against the Vulkan loader.
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The @ref GLFW_VULKAN_STATIC CMake option makes GLFW call the Vulkan loader
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directly instead of dynamically loading it at runtime. Not linking against the
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Vulkan loader will then be a compile-time error.
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By default, GLFW will load the Vulkan loader dynamically at runtime via its standard name:
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`vulkan-1.dll` on Windows, `libvulkan.so.1` on Linux and other Unix-like systems and
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`libvulkan.1.dylib` on macOS.
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@macos Because the Vulkan loader and ICD are not installed globally on macOS,
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you need to set up the application bundle according to the LunarG SDK
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documentation. This is explained in more detail in the
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@macos GLFW will also look up and search the executable subdirectory of your application
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bundle.
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If your code is using a Vulkan loader with a different name or in a non-standard location
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you will need to direct GLFW to it. Pass your version of `vkGetInstanceProcAddr` to @ref
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glfwInitVulkanLoader before initializing GLFW and it will use that function for all Vulkan
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entry point retrieval. This prevents GLFW from dynamically loading the Vulkan loader.
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@code
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glfwInitVulkanLoader(vkGetInstanceProcAddr);
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@endcode
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@macos To make your application be redistributable you will need to set up the application
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bundle according to the LunarG SDK documentation. This is explained in more detail in the
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[SDK documentation for macOS](https://vulkan.lunarg.com/doc/sdk/latest/mac/getting_started.html).
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@@ -69,6 +75,7 @@ your own custom Vulkan header then do this before the GLFW header.
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Unless a Vulkan header is included, either by the GLFW header or above it, the following
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GLFW functions will not be declared, as depend on Vulkan types.
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- @ref glfwInitVulkanLoader
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- @ref glfwGetInstanceProcAddress
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- @ref glfwGetPhysicalDevicePresentationSupport
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- @ref glfwCreateWindowSurface
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