This should be called after initializing the video driver, but before creating any Vulkan windows. If no
Vulkan loader library is loaded, the default library will be loaded upon creation of the first Vulkan
window.
SDL keeps a counter of how many times this function has been successfully called, so it is safe to call
this function multiple times, so long as it is eventually paired with an equivalent number of calls to
SDL_Vulkan_UnloadLibrary . The path argument is ignored unless there is no library currently loaded, and
and the library isn't actually unloaded until there have been an equivalent number of calls to
SDL_Vulkan_UnloadLibrary .
It is fairly common for Vulkan applications to link with libvulkan instead of explicitly loading it at
run time. This will work with SDL provided the application links to a dynamic library and both it and SDL
use the same search path.
If you specify a non-NULL path , an application should retrieve all of the Vulkan functions it uses from
the dynamic library using
SDL_Vulkan_GetVkGetInstanceProcAddr
unless you can guarantee path points to the same vulkan loader library the application linked to.
On Apple devices, if path is NULL, SDL will attempt to find the vkGetInstanceProcAddr address within all
the Mach-O images of the current process. This is because it is fairly common for Vulkan applications to
link with libvulkan (and historically MoltenVK was provided as a static library). If it is not found, on
macOS, SDL will attempt to load vulkan.framework/vulkan , libvulkan.1.dylib , MoltenVK.framework/MoltenVK
, and libMoltenVK.dylib , in that order. On iOS, SDL will attempt to load libMoltenVK.dylib .
Applications using a dynamic framework or .dylib must ensure it is included in its application bundle.
On non-Apple devices, application linking with a static libvulkan is not supported. Either do not link to
the Vulkan loader or link to a dynamic library version.