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Make iOS work again with our Vulkan (Metal) backend #5524

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JCash opened this issue Feb 4, 2021 · 1 comment · Fixed by #5525
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Make iOS work again with our Vulkan (Metal) backend #5524

JCash opened this issue Feb 4, 2021 · 1 comment · Fixed by #5525
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bug Something is not working as expected

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@JCash
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JCash commented Feb 4, 2021

It builds, but when running it, it fails on:

On-screen rendering requires a layer of type CAMetalLayer.
ERROR:GRAPHICS: Could not create window surface for Vulkan, reason: VK_ERROR_INITIALIZATION_FAILED.
FATAL:ENGINE: Could not open window (-2).

It seems we don't do the correct implementation of the layerClassfunction, so that the device instead chooses the default EAGL layer.

@JCash JCash added the bug Something is not working as expected label Feb 4, 2021
@JCash
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JCash commented Feb 4, 2021

Also, it seems we don't set the glfwSetViewType(GLFW_NO_API); inside graphics_vulkan.cpp, due to the integration of the Switch branch.

It is correct that graphics_vulkan.cpp shouldn't have any dependency on dmglfw, since that doesn't hold the windowing functions for all platforms (i.e. switch).

@JCash JCash linked a pull request Feb 4, 2021 that will close this issue
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