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This is the latest
(unstable) version of this documentation, which may document features
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Validation layers¶
Validation layers enable developers to verify their application's correct use of the Vulkan API. Validation layers can be enabled in both debug and release builds, including in exported projects.
备注
Enabling validation layers has a performance impact, so only enable them when you actually need the output to debug the application.
Windows¶
Install the Vulkan SDK https://vulkan.lunarg.com/sdk/home, which contains validation layers as part of its default installation. No need to enable any optional features in the installer; installing the core Vulkan SDK suffices. You don't need to reboot after installing the SDK, but you may need to close and reopen your current terminal.
After installing the Vulkan SDK, run Godot with the --gpu-validation
command line argument. You can also specify
--gpu-abort
which will make Godot quit as soon as a validation error happens.
This can prevent your system from freezing if a validation error occurs.
macOS¶
警告
Official Godot macOS builds do not support validation layers, as these are statically linked against the Vulkan SDK. Dynamic linking must be used instead.
In practice, this means that using validation layers on macOS requires
you to use a Godot build compiled with the use_volk=yes
SCons option.
为 macOS 平台编译. If testing validation layers on an exported
project, you must recompile the export template and specify it as a custom
export template in your project's macOS export preset.
Install the Vulkan SDK https://vulkan.lunarg.com/sdk/home, which contains validation layers as part of its default installation. No need to enable any optional features in the installer; installing the core Vulkan SDK suffices. You don't need to reboot after installing the SDK, but you may need to close and reopen your current terminal.
After installing the Vulkan SDK, run a Godot binary that was compiled with
use_volk=yes
SCons option. Specify the --gpu-validation
command line argument.
You can also specify --gpu-abort
which will make Godot quit as soon
as a validation error happens. This can prevent your system from freezing
if a validation error occurs.
Linux, *BSD¶
Install Vulkan validation layers from your distribution's repositories:
vulkan-validation-layers
pacman -S vulkan-validation-layers
apt install vulkan-validationlayers
dnf install vulkan-validation-layers
pkg install graphics/vulkan-validation-layers
emerge -an media-libs/vulkan-layers
urpmi vulkan-validation-layers
pkg_add graphics/vulkan-validation-layers
zypper install vulkan-validationlayers
eopkg install -c vulkan-validation-layers
You don't need to reboot after installing the validation layers, but you may need to close and reopen your current terminal.
After installing the package, run Godot with the --gpu-validation
command line argument. You can also specify
--gpu-abort
which will make Godot quit as soon as a validation error happens.
This can prevent your system from freezing if a validation error occurs.
Android¶
After enabling validation layers on Android, a developer can see errors and
warning messages in the adb logcat
output.
iOS¶
Validation layers are currently not supported on iOS.
Web¶
Validation layers are not supported on the web platform, as there is no support for Vulkan there.
Enabling validation layers¶
Build validation layers from official sources¶
To build Android libraries, follow the instructions on
Khronos' repository.
After a successful build, the libraries will be located in Vulkan-ValidationLayers/build-android/libs
.
Copy libraries¶
Copy libraries from Vulkan-ValidationLayers/build-android/libs
to
godot/platform/android/java/app/libs/debug/vulkan_validation_layers
.
Your Godot source directory tree should look like on the example below:
godot
|-- platform
|-- android
|-- java
|-- app
|-- libs
|-- debug
|-- vulkan_validation_layers
|-- arm64-v8a
|-- armeabi-v7a
|-- x86
|-- x86_64
If the subdirectory libs/debug/vulkan_validation_layers
doesn't exist, create it.
Compile and run the Android app¶
Linked validation layers are automatically loaded and enabled in Android debug builds. You can use Godot's 一键部署 feature to quickly test your project with the validation layers enabled.