Closed DragonSWDev closed 1 month ago
What application is this? Have you tried getting the loader properly without LD_PRELOAD?
@DragonSWDev This is vulkaninfo, same error on vkcube. I didn't try without LD_PRELOAD as it doesn't work for me and fails with undefined symbol.
Hmmm, weird --- I just tried it locally, and it works fine. Did you make sure that CONN_ADDRESS
and CONN_PORT
point to an address that the host can bind on and the guest and connect to?
Wasn't that STREAM_ADDRESS and STREAM_PORT? I believe connection is established as I'm getting logs on both server and the client when I start Vulkan application on client.
No, I changed the environment variables that it uses. What logs are you seeing on the host side?
I updated the README with the proper environment variables.
Are you still having this problem?
I'll close this now. Please feel free to open a new issue if you are still facing this problem.
@DUOLabs333 First of all sorry for no answer, I was busy with other things. I can confirm that with fresh build and proper environmental variables it seems to work fine. I could run vulkaninfo and vkcube without issues.
By the way current code does not compile due to syntax error. In CmdBatch.cpp file on line 46 there is a call to the function called clearBatch but this function is called clearCmdBatch.
Also there is still issue with locating Vulkan lib on macOS and Linux so using DYLD_LIBRARY_PATH on macOS and LD_PRELOAD on Linux is still needed. Perhaps adding a note to the readme about this isn't a bad idea?
In CmdBatch.cpp file on line 46 there is a call to the function called clearBatch but this function is called clearCmdBatch.
Yeah, I missed that in my renaming --- I have the fix locally, but I'm testing a fix for a game before I push it.
Also there is still issue with locating Vulkan lib on macOS
Are you saying that setting VULKAN_SDK
isn't enough?
LD_PRELOAD on Linux is still needed
This shouldn't be needed, so I want to narrow down the cause of the error first. Can you give me ldd /usr/bin/vulkaninfo
?
Are you saying that setting VULKAN_SDK isn't enough?
I didn't know about it, I recompiled vulkan_stream again with this variable and it seems to work fine after build. The only thing is that this variable name is a bit misleading. It suggest that it should be pointed to the Vulkan SDK install directory but instead it should be pointed into directory where libvulkan.1.dylib is located (which is located in SDK_install_dir/macOS/lib).
Perhaps it should be mentioned in readme.
This shouldn't be needed
And it seems it's not. I just tried it again and it works without it. Sorry for the confusion.
So it seems that it works fine without any workarounds. Thank you for your work.
PS: Is there an option to disable console log?
Is there an option to disable console log?
What logs? There may be some left over from my last impromptu debugging session, but they should be gone by the next time I push.
SDK_install_dir/macOS/lib
Yeah, that's why I asked you for the absolute path of the loader, so I know what to set the path to in the Buildfile. It's already fixed locally.
What logs? There may be some left over from my last impromptu debugging session, but they should be gone by the next time I push.
Those "Object serialized" kind of logs that are printed in both server and client side when Vulkan application is running. They can obscure application log in some cases.
Yeah, that's why I asked you for the absolute path of the loader, so I know what to set the path to in my program. It's already fixed locally.
Sorry about that again.
Also side note - is Windows version planned? With DXVK that could make GPU acceleration possible to some extent for Windows guest.
Those "Object serialized" kind of logs that are printed in both server and client side when Vulkan application is running.
Huh, that shouldn't happen, since build.sh compiles with DEBUG=0. I'll take a look.
Also side note - is Windows version planned?
I'm not opposed to it, but I can't test it locally (a bare install of Windows 10 is ~30 GB, which is space I don't have). However, even if I was to officially support it, it would only be on the Vulkan side --- combining it with DXVK is up to the user (though I'm not opposed to putting instructions on how to do that in the README).
Oh sorry, it turns out that DEBUG is by default turned on. To fix this, clean everything, and compile with DEBUG=0 build.sh
.
Oh sorry, it turns out that DEBUG is by default turned on. To fix this, clean everything, and compile with DEBUG=0 build.sh.
Oh yeah, I didn't build it with DEBUG=0, that makes sense.
Perhaps if I manage to find some free time I can try porting it to Windows if I'll figure out how build system works. Older versions of DXVK (before version 2.0 which requires Vulkan 1.3) are working on MoltenVK with some modifications so that might be interesting thing to do. I'm not promising anything tho, I'm not very experienced with Vulkan and porting UNIX things to Windows.
Vulkan applications are crashing with following error:
Machine: Mac mini M2 Host OS: macOS Sequoia 15.0 Guest OS: Fedora 41 KDE