When using the windows vulkan loader vk_icdGetPhysicalDeviceProcAddr
is used for unknown physical device functions.
Fixes Red Dead Redemption 2 with vkd3d-proton. The game replaces wine's
vulkan-1.dll with a windows version that doesn't know functions used by
vkd3d-proton.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Currently, this function is passed through winevulkan to the system's
Vulkan loader, which causes the loader to write the system's device
layers properties in pProperties.
Unreal Engine 4 then calls vkEnumerateDeviceExtensionProperties, using
VkLayerProperties::layerName as the pLayerName.
winevulkan's implementation of vkEnumerateDeviceExtensionProperties then
returns VK_ERROR_LAYER_NOT_PRESENT, crashing UE4.
This issue was found while debugging Project Wingman (Steam appid
895870), but it should also happen to any UE4 application using the
Vulkan RHI.
Signed-off-by: Victor Hermann Chiletto <v@hnn.net.br>
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The section for vkEnumerateInstanceLayerProperties states [1]:
On success, this command returns
* VK_SUCCESS
* VK_INCOMPLETE
On failure, this command returns
* VK_ERROR_OUT_OF_HOST_MEMORY
* VK_ERROR_OUT_OF_DEVICE_MEMORY
Always setting the layer count to zero and returning VK_SUCCESS is
valid, as even if the function is given an array in pProperties, it's
filled with zero layers
[1]: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkEnumerateInstanceLayerProperties.html
Signed-off-by: Victor Hermann Chiletto <v@hnn.net.br>
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Fixes one of the issue related to the changes for VK_KHR_synchronization2.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Previously bitmask types were always treated as 32-bit values, now the basetype of each bitmask must
be checked.
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Piers Daniell <pdaniell@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Needed to skip VK_NV_acquire_winrt_display in the next version bump.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
In the past this was done in DllMain, the removal broke winelib applications.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
We shouldn't do that according to the Vulkan xml maintainer.
https://github.com/KhronosGroup/Vulkan-Docs/pull/1379
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Messages from the driver/layers won't be reported twice.
Messages during instance creation by the host loader won't be reported,
since the information is partly wrong and the windows loader reports the
correct information.
Other messages by the loader will be reported twice if lunarg's vulkan-1.dll
is used. This shouldn't be a problem because the messages are just used
for logging/debugging.
Needed for Quake2RTX.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=49813
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This eases development and of Vulkan extensions by allowing developers
to locally override the specification XML file used by winevulkan.
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Piers Daniell <pdaniell@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Fixes failure in dEQP-VK.api.device_init.create_instance_layer_name_abuse which
expects all layers passed in as part of test to cause instance creation to
fail.
A quirk bit WINEVULKAN_QUIRK_IGNORE_EXPLICIT_LAYERS has been added to
optionally restore the previous functionality.
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Daniel Koch <dkoch@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Addresses some comments that Zhiyi had made on the initial review thread.
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Andy Ritger <aritger@nvidia.com>
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Many Windows games do not expect that maxImageCount can be set to 0.
A value of 0 means that there is no limit on the number of images.
Nvidia reports 8 on Windows, AMD 16.
Based on a patch by Józef Kucia.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Map performance counter to the appropriate monotonic clock
used by ntdll/unix/sync.c
The performance counter timestamp clock won't be available
under Mac and platforms without clock_gettime.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>