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Document setting up Vulkan validation layers on desktop platforms
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Validation layers
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=================
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Validation layers enable developers to verify their application's correct use
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of the Vulkan API.
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Validation layers enable developers to verify their application's correct use of
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the Vulkan API. Validation layers can be enabled in both debug and release
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builds, including in exported projects.
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.. _doc_vulkan_validation_layers-android:
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.. note::
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Enabling validation layers has a performance impact, so only enable them
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when you actually need the output to debug the application.
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Windows
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-------
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Install the Vulkan SDK `<https://vulkan.lunarg.com/sdk/home>`__, which contains
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validation layers as part of its default installation. No need to enable any
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optional features in the installer; installing the core Vulkan SDK suffices. You
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don't need to reboot after installing the SDK, but you may need to close and
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reopen your current terminal.
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After installing the Vulkan SDK, run Godot with the ``--gpu-validation``
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:ref:`command line argument <doc_command_line_tutorial>`. You can also specify
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``--gpu-abort`` which will make Godot quit as soon as a validation error happens.
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This can prevent your system from freezing if a validation error occurs.
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macOS
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-----
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.. warning::
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Official Godot macOS builds do **not** support validation layers, as these
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are statically linked against the Vulkan SDK. Dynamic linking must be used
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instead.
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In practice, this means that using validation layers on macOS **requires**
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you to use a Godot build compiled with the ``use_volk=yes`` SCons option.
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:ref:`doc_compiling_for_macos`. If testing validation layers on an exported
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project, you must recompile the export template and specify it as a custom
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export template in your project's macOS export preset.
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Install the Vulkan SDK `<https://vulkan.lunarg.com/sdk/home>`__, which contains
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validation layers as part of its default installation. No need to enable any
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optional features in the installer; installing the core Vulkan SDK suffices. You
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don't need to reboot after installing the SDK, but you may need to close and
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reopen your current terminal.
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After installing the Vulkan SDK, run a Godot binary that was compiled with
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``use_volk=yes`` SCons option. Specify the ``--gpu-validation``
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:ref:`command line argument <doc_command_line_tutorial>`.
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You can also specify ``--gpu-abort`` which will make Godot quit as soon
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as a validation error happens. This can prevent your system from freezing
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if a validation error occurs.
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Linux, \*BSD
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------------
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Install Vulkan validation layers from your distribution's repositories:
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.. tabs::
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.. tab:: Alpine Linux
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::
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vulkan-validation-layers
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.. tab:: Arch Linux
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::
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pacman -S vulkan-validation-layers
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.. tab:: Debian/Ubuntu
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::
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apt install vulkan-validationlayers
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.. tab:: Fedora
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::
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dnf install vulkan-validation-layers
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.. tab:: FreeBSD
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::
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pkg install graphics/vulkan-validation-layers
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.. tab:: Gentoo
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::
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emerge -an media-libs/vulkan-layers
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.. tab:: Mageia
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::
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urpmi vulkan-validation-layers
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.. tab:: OpenBSD
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::
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pkg_add graphics/vulkan-validation-layers
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.. tab:: openSUSE
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::
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zypper install vulkan-validationlayers
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.. tab:: Solus
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::
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eopkg install -c vulkan-validation-layers
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You don't need to reboot after installing the validation layers, but you may
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need to close and reopen your current terminal.
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After installing the package, run Godot with the ``--gpu-validation``
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:ref:`command line argument <doc_command_line_tutorial>`. You can also specify
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``--gpu-abort`` which will make Godot quit as soon as a validation error happens.
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This can prevent your system from freezing if a validation error occurs.
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.. _doc_vulkan_validation_layers_android:
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Android
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-------
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@@ -14,6 +137,17 @@ Android
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After enabling validation layers on Android, a developer can see errors and
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warning messages in the ``adb logcat`` output.
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iOS
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---
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Validation layers are currently **not** supported on iOS.
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Web
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---
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Validation layers are **not** supported on the web platform, as there is no support
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for Vulkan there.
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Enabling validation layers
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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