Vulkan-Loader
steam-runtime
Vulkan-Loader | steam-runtime | |
---|---|---|
19 | 86 | |
472 | 1,153 | |
1.9% | 0.7% | |
9.3 | 6.6 | |
6 days ago | 7 months ago | |
C | Shell | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Vulkan-Loader
-
Vulkan not working after power outage
Take a look at Vulkan Loader Debugging, try running vulkaninfo with set VK_LOADER_DEBUG=all.
- Why do we need the Vulkan Loader? [Linux]
-
SQ3 - QCOM vulkan support?
probably not given this response from 2021 https://github.com/KhronosGroup/Vulkan-Loader/issues/536
- Vulkan app crashing on certain PC's
-
How does Steam on Flatpak work?
Every program that needs Vulkan does indeed link against and call something with a well-known, long-time stable ABI. This is normally Vulkan-Loader, which provides libvulkan. For OpenGL, libglvnd is a nearly equivalent library that fulfills largely the same function and provides libGL/libGLES/etc.
-
External project leaking compile flags
cmake_minimum_required(VERSION 3.8) include(FetchContent) project(foo LANGUAGES C CXX) # Vulkan FetchContent_Declare( Vulkan-Headers GIT_REPOSITORY "https://github.com/KhronosGroup/Vulkan-Headers.git" GIT_TAG "sdk-1.3.216.0" ) FetchContent_MakeAvailable(Vulkan-Headers) FetchContent_Declare( Vulkan-Loader GIT_REPOSITORY "https://github.com/KhronosGroup/Vulkan-Loader.git" GIT_TAG "sdk-1.3.216.0" ) set(UPDATE_DEPS OFF CACHE INTERNAL "") set(BUILD_TESTS OFF CACHE INTERNAL "") FetchContent_MakeAvailable(Vulkan-Headers Vulkan-Loader) add_executable(dummy "main.cc") set_target_properties( ${PROJECT_NAME} PROPERTIES CXX_STANDARD 17 CXX_STANDARD_REQUIRED ON CXX_EXTENSIONS OFF ) target_compile_options( ${PROJECT_NAME} PRIVATE $<$: /ZI; > ) target_link_libraries( ${PROJECT_NAME} PRIVATE Vulkan::Vulkan )
-
Is the loader in integral part of the Vulkan API?
I'm reading through the official docs before I start a tutorial. The docs mention the loader but not very often. It does link to the loader's docs on github. I've read most of that. I still don't understand if it's an integral part of the API or just a tooling for certain use cases (multiple drivers, complex validation, etc.). I also listened to a webinar about the loader and the speaker claims he is the owner of the loader. That made me even more confused. Can someone please fill me in? Do all Vulkan apps interface with the loader before the driver? Thanks.
-
In Vulkan where the function set_api_version is defined?
It's from here: https://github.com/KhronosGroup/Vulkan-Loader/blob/393e23f91d21ce117c19e8c42e084477c3a25c7c/tests/framework/test_util.h
-
Multiple ICDs and instance extensions
Not exactly sure, but what you describe seems similar to the issue https://github.com/KhronosGroup/Vulkan-Loader/issues/776 .
-
What is the real use of vkGetInstanceProcAddr( )?
This would be good to read to understand why some of the things are the way they are. https://github.com/KhronosGroup/Vulkan-Loader/blob/master/docs/LoaderApplicationInterface.md
steam-runtime
-
One Game, by One Man, on Six Platforms: The Good, the Bad and the Ugly
> It turns out that unless the game is explicitly marked (by Valve reviewers), Steam Deck will use the Windows build + Proton even if a Linux version is available.
I found this which sounds like it's not the default, but is in fact a result of compatibility testing:
> If your game has gone through Steam Deck compatibility testing and the testers reported that the native Linux version didn't work (because of #579), then it might have been flagged to run the Windows binaries via Proton by default, instead of the native Linux version.
per https://github.com/ValveSoftware/steam-runtime/issues/585
-
Chromebook Plus: more performance and AI capabilities
> Where is it written that steam-run will magically execute most binaries without patching them?
Somewhere in here: https://github.com/ValveSoftware/steam-runtime
:p
But I do get what you're saying. Once Flakes are default, I hope people start a proper push to clear up documentation and streamline the development process. The end-result is amazing, and the perfect OS/packaging system for my needs. The means of getting there... need a lot of work. I'm along for the ride either way.
-
i386 in Ubuntu Won't Die
I think they have something a bit like a container built into Steam: https://github.com/ValveSoftware/steam-runtime
- Gaming on Linux easier on Debian based distros vs Arch based?
-
How do you build games for Steam Linux Runtime?
this is for steamworks API, my understanding is there's a separate SDK for consuming Linux dependencies like glibc. Like Soldier runtime, Sniper runtime, and so on. Am I wrong in thinking these are two separate SDKs? here's the link to the other SDK I'm talking about: https://github.com/ValveSoftware/steam-runtime
-
After 4 years of development, 100% on Linux, I've released my 2D sandbox RPG, Vagabond, in Early Access !
I'm not sure we can distribute a flatpak or an appimage through Steam. They have their own controlled environment called Steam Runtime (https://github.com/ValveSoftware/steam-runtime) in which I should compile to be sure it runs everywhere (very similar to what I am doing). Last time, I look at this, it wasn't very clear and they supported only old versions of GCC. But it seems the documentation improved and now that I succeeded in building a modern version of GCC in my own container, maybe I could do that in theirs.
-
How to install old libraries on OTHER distro's than Debian?
I believe it's usable outside of Steam: https://github.com/ValveSoftware/steam-runtime though the instructions are not particularly clear. There's also a link to the APT repo they use as a reference: https://repo.steampowered.com/steamrt/
- Steam Desktop Client Update, Now with working hardware acceleration on linux!
-
Recommended method to install Steam on Debian?
Looking at the Flatpak version, if you want to use Proton versions 5.13 or newer with Steam in Flatpak, you need to install Flatpak from backports https://github.com/ValveSoftware/steam-runtime/issues/294 . Using Flatpak saves having to install i386 if that matters to you.
-
Wine 8.1
> Game developers would be fine to target a single distro like Ubuntu 22.04.
Valve has its own container-only Linux distribution, called "Soldier Runtime" (https://github.com/ValveSoftware/steam-runtime); especially for games distributed on Steam, it probably makes more sense to target that distribution instead of Ubuntu.
What are some alternatives?
display-drivers-uninstaller - Display Driver Uninstaller (DDU) a driver removal utility / cleaner utility
flatpak - Linux application sandboxing and distribution framework
Vulkan-Headers - Vulkan header files and API registry
dxvk-native - D3D9/11 but it runs natively on Linux!
freedesktop-sdk
Proton - Compatibility tool for Steam Play based on Wine and additional components
flathub - Issue tracker and new submissions
SDL - Simple Directmedia Layer
steam-for-linux - Issue tracking for the Steam for Linux beta client
dockcross - Cross compiling toolchains in Docker images
cmake-init-vcpkg-example - cmake-init generated executable project with vcpkg integration
steamtinkerlaunch - Linux wrapper tool for use with the Steam client for custom launch options and 3rd party programs [Moved to: https://github.com/sonic2kk/steamtinkerlaunch]