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Victor Hermann Chiletto authored
Currently, this function is passed through winevulkan to the system's Vulkan loader, which causes the loader to write the system's device layers properties in pProperties. Unreal Engine 4 then calls vkEnumerateDeviceExtensionProperties, using VkLayerProperties::layerName as the pLayerName. winevulkan's implementation of vkEnumerateDeviceExtensionProperties then returns VK_ERROR_LAYER_NOT_PRESENT, crashing UE4. This issue was found while debugging Project Wingman (Steam appid 895870), but it should also happen to any UE4 application using the Vulkan RHI. Signed-off-by: Victor Hermann Chiletto <v@hnn.net.br> Signed-off-by: Joshua Ashton <joshua@froggi.es> Signed-off-by: Liam Middlebrook <lmiddlebrook@nvidia.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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Makefile.in | ||
make_vulkan | ||
vulkan.c | ||
vulkan_private.h | ||
vulkan_thunks.c | ||
vulkan_thunks.h | ||
winevulkan.json | ||
winevulkan.rc | ||
winevulkan.spec |