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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.
The text was updated successfully, but these errors were encountered:
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
linked a pull request
Feb 4, 2021
that will
close
this issue
It builds, but when running it, it fails on:
It seems we don't do the correct implementation of the
layerClass
function, so that the device instead chooses the default EAGL layer.The text was updated successfully, but these errors were encountered: