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4 changes: 2 additions & 2 deletions include/SDL3/SDL_gpu.h
Original file line number Diff line number Diff line change
Expand Up @@ -2261,12 +2261,12 @@ extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice(
* use for all vertex semantics, default is "TEXCOORD".
* - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN`: By
* default, Resourcing Binding Tier 2 is required for D3D12 support.
* However, an application can enable this property to enable Tier 1
* However, an application can set this property to true to enable Tier 1
* support, if (and only if) the application uses 8 or fewer storage
* resources across all shader stages. As of writing, this property is
* useful for targeting Intel Haswell and Broadwell GPUs; other hardware
* either supports Tier 2 Resource Binding or does not support D3D12 in any
* capacity.
* capacity. Defaults to false.
*
* With the Vulkan renderer:
*
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19 changes: 19 additions & 0 deletions src/render/gpu/SDL_render_gpu.c
Original file line number Diff line number Diff line change
Expand Up @@ -1199,6 +1199,25 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, debug);
SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, lowpower);

// Set hints for the greatest hardware compatibility
// This property allows using the renderer on Intel Haswell and Broadwell GPUs.
if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN)) {
SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN, true);
}
// These properties allow using the renderer on more Android devices.
if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN)) {
SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN, false);
}
if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN)) {
SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN, false);
}
if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN)) {
SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN, false);
}
if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOLEAN)) {
SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN, false);
}

GPU_FillSupportedShaderFormats(create_props);
data->device = SDL_CreateGPUDeviceWithProperties(create_props);

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