feat: Filled in basic Graphics Output implementation for Vulkan via SDL3-CS#3048
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Feralnex wants to merge 2 commits intostride3d:masterfrom
Open
feat: Filled in basic Graphics Output implementation for Vulkan via SDL3-CS#3048Feralnex wants to merge 2 commits intostride3d:masterfrom
Feralnex wants to merge 2 commits intostride3d:masterfrom
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Ethereal77
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Feb 3, 2026
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| // Vulkan: No DirectX-style feature-level restrictions. | ||
| // We ignore targetProfiles. |
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Please note that GraphicsProfile is not a DX concept (it is not FeatureLevel, even though it follows a similar naming), but a Stride concept. It was used more in the past when we had to support D3D 9, OpenGL ES, D3D 10, etc., as some of those did not support certain output formats, or some combinations of parameters.
If the Vulkan implementation supports all GraphicsProfiles, I'd say so without referencing Direct3D feature levels, to avoid confusion.
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I fully agree so I updated method documentation and comment
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After merging this PR I'll update Vortice.Vulkan to newest version. My prayers have been answered.. |
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PR Details
Filled in basic Graphics Output implementation for Vulkan API via SDL3-CS. In general Vulkan doesn't expose current display mode or bounds of the display or even native handle to the monitor like in DXGI. In the end I've managed to implement a trick to achieve that.
The trick is to create hidden window on each display that SDL3 returns and create on each one of them a hidden window. Then to determine if GPU can render to specific display a surface needs to be created for Vulkan to render to and check if it supports rendering to that window on this display and if it does then also fetch supported formats while at it. Afterwards all is cleaned up of course.
I could use Silk.Net.SDL but current version lacks details about Numerator and Denominator of the Refresh Rate when it comes to display modes.
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