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TheSniperFan
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Currently SDL_gpu_vulkan.c hardcodes API version 1.0 when creating the Vulkan instance for the program. This creates a problem for my use-case.

I'd like to use Slang for shader development, but SPIR-V 1.0 support is experimental. I tried two solutions and both work:

  1. Slang's experimental compiler flags which make Slang transpile to GLSL first and then to SPIR-V, rather than compiling directly to SPIR-V.
  2. Add a hint to SDL to allow creating instances with higher API versions.

I looked at the Vulkan documentation (specifically this and this). It says "Deprecated items will still work in current Vulkan implementations", which makes me prefer option 2. A Vulkan application requesting 1.3, but using only 1.0 features should work just fine. And using a hint doesn't change SDL's default behavior.

Since I don't know why this was hardcoded, I figured I'd first ask if there's any chance of this merge request going anywhere. Before I waste time cleaning something up that's not going to be merged for reasons I didn't know of.

This adds SDL_HINT_VULKAN_REQUEST_API_VERSION to allow requesting a
specific API version when SDL creates the Vulkan instance.
The patch version shouldn't be relevant to the API and a new major
version will likely require an entirely new renderer anyway.
The benefit of this approach is that it massively simplifies parsing of
the hint.
@thatcosmonaut
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We hardcode to 1.0 to provide maximum driver compatibility. I'm totally fine with allowing an opt-in to higher versions.

@slouken slouken added this to the 3.4.0 milestone Oct 10, 2025
Comment on lines 4086 to 4087
* This hint should be set before creating a Vulkan window. Expects a positive
* integer. E.g. 3 for Vulkan 1.3.
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I think it's reasonable to allow specifying the full version and will be more intuitive for users. This is easily implemented with, e.g.

if (SDL_sscanf(hint, "%d.%d", &major, &minor) == 2) {
    ...
} else {
    // Parse error...
}

@TheSniperFan
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This needs a bit more time in the oven, I think.
Setting the API version during instance creation does allow Slang-compiled shaders to be loaded without the validation layer complaining. However, Slang might emit SPIR-V that relies on physical device features that would have to be specified during device creation.
I'll see if there's a sane, non-intrusive way to implement that tomorrow.

Introduces a new property to use when creating a Vulkan renderer.
SDL_PROP_GPU_DEVICE_CREATE_VULKAN_ADDITIONAL_FEATURES_POINTER
Since the developer can now pass additional features to be activated,
this name makes more obvious that these get enabled by SDL regardless.
@TheSniperFan
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TheSniperFan commented Oct 11, 2025

I added a workflow to opt-into Vulkan device features using properties. I made sure the default behavior is unaffected. The usage code in my application look like this:

props := sdl.CreateProperties()
sdl.SetBooleanProperty(props, sdl.PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, true)
sdl.SetBooleanProperty(props, sdl.PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, true)
sdl.SetStringProperty(props, sdl.PROP_GPU_DEVICE_CREATE_NAME_STRING, "vulkan")

// Enable Vulkan 1.1 feature
vulkan_11_features := vk.PhysicalDeviceVulkan11Features {
	sType                = vk.StructureType.PHYSICAL_DEVICE_VULKAN_1_1_FEATURES,
	shaderDrawParameters = true,
}
sdl.SetPointerProperty(props, sdl.PROP_GPU_DEVICE_CREATE_VULKAN_ADDITIONAL_FEATURES_POINTER, rawptr(&vulkan_11_features))

result.gpu = sdl.CreateGPUDeviceWithProperties(props)

EDIT: This still needs to handle errors from unsupported features.

KHR_portability_subset structure was being overwritten by opt-in
features.
@slouken
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slouken commented Oct 11, 2025

I added a workflow to opt-into Vulkan device features using properties. I made sure the default behavior is unaffected. The usage code in my application look like this:

props := sdl.CreateProperties()
sdl.SetBooleanProperty(props, sdl.PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, true)
sdl.SetBooleanProperty(props, sdl.PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, true)
sdl.SetStringProperty(props, sdl.PROP_GPU_DEVICE_CREATE_NAME_STRING, "vulkan")

// Enable Vulkan 1.1 feature
vulkan_11_features := vk.PhysicalDeviceVulkan11Features {
	sType                = vk.StructureType.PHYSICAL_DEVICE_VULKAN_1_1_FEATURES,
	shaderDrawParameters = true,
}
sdl.SetPointerProperty(props, sdl.PROP_GPU_DEVICE_CREATE_VULKAN_ADDITIONAL_FEATURES_POINTER, rawptr(&vulkan_11_features))

result.gpu = sdl.CreateGPUDeviceWithProperties(props)

EDIT: This still needs to handle errors from unsupported features.

This seems like a reasonable workflow to me. @thatcosmonaut, thoughts?

@thatcosmonaut
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thatcosmonaut commented Oct 11, 2025

Yeah that does seem reasonable. Is this stable if we have to add fields to the struct?

@slouken
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slouken commented Oct 11, 2025

If increasing the Vulkan version often means chaining additional device creation structures, maybe the Vulkan version should also be a property instead of a hint?

@TheSniperFan
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Yeah that does seem reasonable. Is this stable if we have to add fields to the struct?

I'm not sure I understand.

If increasing the Vulkan version often means chaining additional device creation structures, maybe the Vulkan version should also be a property instead of a hint?

I was thinking about the same thing. Right now, I'm looking into error handling. As it stands, the vkCreateDevice() call crashes when unsupported features are requested.

@thatcosmonaut
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Yeah that does seem reasonable. Is this stable if we have to add fields to the struct?

I'm not sure I understand.

We guarantee ABI stability in SDL, so if we add something we can't make future code changes that will cause an executable to break if a client updates the SDL3 DLL for example.

@slouken
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slouken commented Oct 11, 2025

Yeah that does seem reasonable. Is this stable if we have to add fields to the struct?

I'm not sure I understand.

We guarantee ABI stability in SDL, so if we add something we can't make future code changes that will cause an executable to break if a client updates the SDL3 DLL for example.

Yes, this change doesn't affect any public structures, so this is ABI safe.

@thatcosmonaut
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Oh I just realized it's literally a pointer to the Vulkan struct, that makes sense.

@TheSniperFan
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TheSniperFan commented Oct 11, 2025

If increasing the Vulkan version often means chaining additional device creation structures, maybe the Vulkan version should also be a property instead of a hint?

My current solution looks like this:

// SDL_gpu.h

#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER    "SDL.gpu.device.create.vulkan.options"

/**
 * A structure specifying additional options when using Vulkan.
 *
 * When no such structure is provided, SDL will use Vulkan API version 1.0 and a minimal set of features.
 *
 * \since This struct is available since SDL 3.4.0.
 *
 */
typedef struct SDL_GPUVulkanOptions
{
    Uint32 vulkan_api_version; /**< The Vulkan API version to request for the instance.  */
    void *physical_device_features_1_0; /**< Pointer to a VkPhysicalDeviceFeatures struct. */
    void *physical_device_features_1_1; /**< Pointer to a VkPhysicalDeviceVulkan11Features struct. */
    void *physical_device_features_1_2; /**< Pointer to a VkPhysicalDeviceVulkan12Features struct. */
    void *physical_device_features_1_3; /**< Pointer to a VkPhysicalDeviceVulkan13Features struct. */
} SDL_GPUVulkanOptions;

Providing the various structs separately rather than in a chain makes validation and error-reporting much easier.

Does this look like a workable solution?

@slouken
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slouken commented Oct 12, 2025

I would prefer your original implementation which just added a single chained structure to the options. It's more flexible, and once you're using properties, you're generally speaking outside the normal development path and responsible for doing so safely.

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4 participants