-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Does not run on the RISC-V64, VisionFive2 SBC, #80676
Comments
How did you compile Godot exactly? |
Did you try running Godot headlessly? In Godot 3.x, this means the "server" platform. The VisionFive 2 does not yet have the drivers to run full OpenGL or Vulkan apps, but a Hello World code snippet in GDScript works fine in my testing (I have a VisionFive 2). |
VisionFive 2, like a most single board computers have mobile GPU and support only OpenGLES, Linux build of Godot uses desktop OpenGL. So it won't work with hardware acceleration, but if you have software MESA driver installed, you can run it. With support for loading both GL and GLES is added in ANGLE PR, and EGL driver it should be possible to make it work with GLES hardware acceleration as well (if GL driver is good enough). VisionFive 2 Vulkan drivers are currently completely broken. I have not tried 3.x but 4.x (with software GL) do work on the VisionFive 2, some tips for building:
Edit: Same flags work with 3.x as well. |
scons platform=x11 use_llvm=yes target=release_debug |
Thanks for the reply! I tried compiling the 4.x version and I added flags, but I found that I still don't work properly as shown in the image |
Can you make a Linux desktop build of Godot that uses GLES instead of normal OpenGL? |
It's not possible at the time being, at least not without modifying engine source code. |
i have no idea about godot, but if you have gles and need opengl then gl4es should be given a try - also the developer usually is very responsive in case there are bugs etc. - ptitSeb/gl4es#420 |
gl4es can only emulate OpenGL 1.x/2.x, which isn't sufficient for Godot 4.x. Godot 4.x requires OpenGL 3.3/OpenGL ES 3.0 support. |
So far, I don't know of any way |
Can the editor run with OpenGL ES 3.0 and is there a way to modify it? |
As said above, whether OpenGL or OpenGL ES is used is defined at build-time, not at run-time. You need to recompile Godot with the Most desktop graphics drivers (AMD/Intel/NVIDIA) don't directly support OpenGL ES, so OpenGL must be used there instead. |
I'm a noob with scons. Will this work or would the define have to be removed directly? scons platform=linuxbsd target=editor production=yes werror=no -Q GLES_OVER_GL=0 -j`nproc` |
Please how can I modify the compilation parameters |
This is not a supported use case, and just change that parameter won't be sufficient. Please have patience, this will be solved in time. For now, it's just not possible unless you're comfortable modifying engine code. |
Hello, I tried compiling Godot 4.2.1, using the clang compiler, I used my RK3588S board (with Mali GPU) and successfully ran Godot smoothly with GLES, but I still can't work on VisionFive2 Compile commands: It can only be operated in headless mode Due to this issue, I have added instructions for compiling some of the documentation |
Godot version
3.5stable
System information
Debian
Issue description
Godot Engine v3.5.2.stable.custom_build.170ba337 - https://godotengine.org
free(): invalid pointer
Aborted
what should i do?
on VisionFive2
Steps to reproduce
make and run
Minimal reproduction project
any
The text was updated successfully, but these errors were encountered: