Linux: Add Vulkan support for wayland #553
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Delete branch "wayland"
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cemu crashed without a log file in Wayland when I chose Vulkan but I blamed my configuration or distro
I never think that cemu don't fully support Wayland yet
Can you try running Cemu in a terminal and post the stack trace?
It might not work on all configurations. I can't get it to run on my NVIDIA dGPU while it runs fine on the integrated GPU.
Looks good so far, but having both
VK_KHR_XLIB_SURFACE_EXTENSION
andVK_KHR_WAYLAND_SURFACE_EXTENSION
in the list of required extensions will effectively lock out Vulkan devices that only expose one of the two. It would be better to handle it dynamically instead of having a hard requirement.I changed it so it will only have one of those extensions corresponding to what backend the main window has.
`(Cemu:476399): Gdk-CRITICAL **: 23:40:49.009: gdk_x11_window_get_xid: assertion 'GDK_IS_X11_WINDOW (window)' failed
(Cemu:476399): Gtk-CRITICAL **: 23:40:49.688: gtk_box_gadget_distribute: assertion 'size >= 0' failed in GtkScrollbar
(Cemu:476399): Gdk-CRITICAL **: 23:41:06.606: gdk_x11_window_get_xid: assertion 'GDK_IS_X11_WINDOW (window)' failed
`
I don't think you are using the right version of Cemu, those errors would only show up if you used a version without this patch.
Try recompiling Cemu with the patch from this PR.
@amayra Also make sure you are using the binary, as the appimage currently forces X11 backend, and is missing some of the required libs for wayland.
i used AUR version not appimage this least version Cemu 2.0-19 (Experimental)
but i don't know how to complied cemu with PR patch im still new to linux
i will wait for it get add to master repo to test it again
right now everything work fine X11 plus ryujinx and PPSSPP have some problems before
This seems to create
wxWlSubsurface
inVulkanCanvas
constructor only for the main window but not for the pad view window. Is this intentional?Yes. I've done it that way because it would paint over the menus in the main window if I used the same surface, and the only workaround that I've found is to make a new surface, that has the role of a subsurface, and offset its position with the position of the
VulkanCavas
.Since the pad view creates a new frame that doesn't have a menu bar, it doesn't matter on what surface it draws on.