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Vulkan: Force disable broken VK_LAYER_bandicam_helper layer in editor #101540

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merged 1 commit into from
Jan 16, 2025

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akien-mga
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Fixes #101480.

For now we're only disabling it in the editor, like we've done for various other overlays which played badly with Godot's multi-window support. Not clear whether that's the problem with the Bandicam layer too, but for now I'm assuming it is.

If users report that exported games crash because of Bandicam, we can reconsider.

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@akien-mga akien-mga force-pushed the vulkan-disable-layer-bandicam branch from 4253d54 to 6bc4a2b Compare January 14, 2025 17:15
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bruvzg commented Jan 14, 2025

This completely ludicrous mess, I have installed it in a sandbox and 32-bit and 64-bit have different variable names:

Screenshot 2025-01-14 214120

Disabling all implicit layers, and keeping allowed layer list might actually be a better way to handle it.

@akien-mga akien-mga changed the title Vulkan: Force disable broken VK_LAYER_bandicam_helper_DEBUG layer in editor Vulkan: Force disable broken VK_LAYER_bandicam_helper layer in editor Jan 14, 2025
@akien-mga akien-mga force-pushed the vulkan-disable-layer-bandicam branch from 6bc4a2b to 210e9d7 Compare January 14, 2025 20:28
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akien-mga commented Jan 14, 2025

I updated this to set both environment variables. What a mess...

Disabling all implicit layers, and keeping allowed layer list might actually be a better way to handle it.

I agree, though there's a bit more risk (we'll have to figure out what's the list of layers we want to allow - e.g. someone mentioned Valve's gamescope uses implicit layers), so probably something to iterate on during the 4.5 dev cycle.

@Repiteo Repiteo merged commit 97fa4bd into godotengine:master Jan 16, 2025
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Repiteo commented Jan 16, 2025

Thanks!

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Crash on opening Vulkan project with Bandicam installed
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