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Vulkan issue: Godot shall be in "compatibility" mode instead of "forward+" mode #57

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Lecrapouille opened this issue May 26, 2024 · 3 comments

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@Lecrapouille
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loading the cef shared library into Godot seems to cause it to be unable to use Vulkan so the main forward+ renderer can't be used... I wonder if instead of passing a window handle which needs a GL context we can use the offscreen renderer with GPU disabled and copy the texture to an image that can be loaded in the Vulkan renderer?

@Lecrapouille
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ERROR: Required extension VK_KHR_xlib_surface not found, is a driver installed?

@Lecrapouille
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Workaround is not to used CEF's libvulkan.so

  • in gdcef/addons/gdcef/gdcef/src/gdcef.cpp remove "libvulkan.so.1",
  • recompile the project
  • remove the libvulkan.so.1 which is copied in build folder
  • start godot and the project
  • switch to "forward+"

Same idea for libEGL.so libGLESv2.so ?

@Lecrapouille Lecrapouille changed the title Vulkan issue: Godot shall be in compatibility instead of forward+ Vulkan issue: Godot shall be in "compatibility" mode instead of "forward+" mode May 26, 2024
@Lecrapouille
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// https://magpcss.org/ceforum/viewtopic.php?f=17&t=18970
command_line->AppendSwitchWithValue("use-gl", "angle");
command_line->AppendSwitchWithValue("use-angle", "swiftshader”);

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