Add MoltenVK support to fix Vulkan on macOS.

Tested by: @Langbart, @real_tabasco_sauce, @wraitii
Refs #6636
Differential Revision: https://code.wildfiregames.com/D4905
This was SVN commit r27488.
This commit is contained in:
Stan 2023-01-26 15:24:12 +00:00
parent 2969487cdd
commit d6121a43ea
5 changed files with 61 additions and 5 deletions

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@ -48,6 +48,7 @@ ENET_VERSION="enet-1.3.17"
MINIUPNPC_VERSION="miniupnpc-2.2.2"
SODIUM_VERSION="libsodium-1.0.18"
FMT_VERSION="7.1.3"
MOLTENVK_VERSION="1.2.2"
# --------------------------------------------------------------
# Bundled with the game:
# * SpiderMonkey
@ -1039,6 +1040,33 @@ else
fi
popd > /dev/null
# --------------------------------------------------------------
echo -e "Building Molten VK..."
LIB_DIRECTORY="MoltenVK-$MOLTENVK_VERSION"
LIB_ARCHIVE="MoltenVK-$MOLTENVK_VERSION.tar.gz"
LIB_URL="https://releases.wildfiregames.com/libs/"
mkdir -p "molten-vk"
pushd "molten-vk" > /dev/null
if [[ "$force_rebuild" = "true" ]] || [[ ! -e .already-built ]] || [[ "$(<.already-built)" != "$MOLTENVK_VERSION" ]]
then
INSTALL_DIR="../../../../binaries/system/"
rm -f .already-built
download_lib $LIB_URL $LIB_ARCHIVE
rm -rf "$LIB_DIRECTORY"
tar -xf $LIB_ARCHIVE
pushd $LIB_DIRECTORY
# The CI cannot build MoltenVK so we provide prebuild binaries instead.
# Use mv instead of copy to preserve binary signature integrity. See:
# https://developer.apple.com/forums/thread/130313?answerId=410541022#410541022
mv dylib/libMoltenVK.dylib $INSTALL_DIR
popd > /dev/null
echo "$MOLTENVK_VERSION" > .already-built
else
already_built
fi
popd > /dev/null
# --------------------------------------------------------------------
# The following libraries are shared on different OSes and may
# be customized, so we build and install them from bundled sources

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@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -21,7 +21,6 @@
#include "lib/timer.h"
#include "lib/posix/posix_dlfcn.h"
#include "ps/CStr.h"
#if OS_MACOSX
# include "lib/sysdep/os/osx/osx_bundle.h"
@ -69,7 +68,7 @@ static CStr extensions[] = {
// the naming/location convention above - it'll need to be changed if we want
// to support other DLLs.)
static CStr GenerateFilename(const CStr& name, const CStr& suffix, const CStr& extension)
CStr DllLoader::GenerateFilename(const CStr& name, const CStr& suffix, const CStr& extension)
{
CStr n;
@ -114,7 +113,7 @@ static void* LoadAnyVariant(const CStr& name, std::stringstream& errors)
{
for (size_t idxExtension = 0; idxExtension < ARRAY_SIZE(extensions); idxExtension++)
{
CStr filename = GenerateFilename(name, suffixes[idxSuffix], extensions[idxExtension]);
CStr filename = DllLoader::GenerateFilename(name, suffixes[idxSuffix], extensions[idxExtension]);
// we don't really care when relocations take place, but one of
// {RTLD_NOW, RTLD_LAZY} must be specified. go with the former because

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@ -1,4 +1,4 @@
/* Copyright (C) 2014 Wildfire Games.
/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -20,6 +20,7 @@
#include "ps/Errors.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
ERROR_GROUP(DllLoader);
ERROR_TYPE(DllLoader, DllNotLoaded);
@ -76,6 +77,8 @@ public:
*/
static void OverrideLibdir(const char* libdir);
static CStr GenerateFilename(const CStr& name, const CStr& suffix, const CStr& extension);
private:
// Typeless version - the public LoadSymbol hides the slightly ugly
// casting from users.

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@ -29,6 +29,9 @@
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#if OS_MACOSX && SDL_VERSION_ATLEAST(2, 0, 6)
#include "ps/DllLoader.h"
#endif
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
@ -41,6 +44,11 @@
#include <string_view>
#if OS_MACOSX && SDL_VERSION_ATLEAST(2, 0, 6)
#include <SDL_vulkan.h>
#include <stdlib.h>
#endif
namespace
{
@ -391,6 +399,23 @@ bool CVideoMode::SetVideoMode(int w, int h, int bpp, bool fullscreen)
flags |= SDL_WINDOW_VULKAN;
m_WindowedX = m_WindowedY = SDL_WINDOWPOS_CENTERED_DISPLAY(m_ConfigDisplay);
#if OS_MACOSX && SDL_VERSION_ATLEAST(2, 0, 6)
if (m_Backend == Renderer::Backend::Backend::VULKAN)
{
// MoltenVK - enable full component swizzling support.
setenv("MVK_CONFIG_FULL_IMAGE_VIEW_SWIZZLE", "1", 1);
CStr fullPathToVulkanLibrary = DllLoader::GenerateFilename("MoltenVK", "", ".dylib");
if (SDL_Vulkan_LoadLibrary(fullPathToVulkanLibrary.c_str()) != 0)
{
LOGWARNING("Failed to load %s.", fullPathToVulkanLibrary.c_str());
DowngradeBackendSettingAfterCreationFailure();
return SetVideoMode(w, h, bpp, fullscreen);
}
else
LOGMESSAGE("Loaded %s.", fullPathToVulkanLibrary.c_str());
}
#endif
m_Window = SDL_CreateWindow(main_window_name, m_WindowedX, m_WindowedY, w, h, flags);
if (!m_Window)
{

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@ -60,6 +60,7 @@ shutil.copy("binaries/system/pyrogenesis", BUNDLE_BIN)
print("Copying libs")
shutil.copy("binaries/system/libAtlasUI.dylib", BUNDLE_FRAMEWORKS)
shutil.copy("binaries/system/libCollada.dylib", BUNDLE_FRAMEWORKS)
shutil.copy("binaries/system/libMoltenVK.dylib", BUNDLE_FRAMEWORKS)
if not args.dev:
print("Copying archived game data from archives/")