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Build: Add Linux default graphics API (Vulkan)#3071

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roku674 wants to merge 3 commits intostride3d:masterfrom
roku674:pr/linux-vulkan-default
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Build: Add Linux default graphics API (Vulkan)#3071
roku674 wants to merge 3 commits intostride3d:masterfrom
roku674:pr/linux-vulkan-default

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@roku674 roku674 commented Feb 17, 2026

Summary

  • Adds Vulkan as the default graphics API for Linux builds
  • Currently, Linux has no default graphics API defined, requiring users to manually specify -p:StrideGraphicsApi=Vulkan
  • This aligns Linux with other platforms that have sensible defaults (Windows→Direct3D11, Android→OpenGLES, iOS→OpenGLES)

The Change

<StrideDefaultGraphicsApi Condition="'$(StridePlatform)' == 'Linux'">Vulkan</StrideDefaultGraphicsApi>

Added to sources/targets/Stride.props alongside the existing platform defaults.

Proof of Concept

This fix has been validated in a production Docker environment running a Stride-based game server. Here is the complete working Dockerfile:

# Use the .NET SDK to build the project
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
WORKDIR /src

# Copy the project files and restore dependencies
COPY AdAstraImperium.Server/AdAstraImperium.Server.csproj ./AdAstraImperium.Server/
COPY AdAstraImperium.Common/AdAstraImperium.Common.csproj ./AdAstraImperium.Common/
RUN dotnet restore ./AdAstraImperium.Server/AdAstraImperium.Server.csproj

# Copy the rest of the project files and build the project
COPY AdAstraImperium.Server/. ./AdAstraImperium.Server/
COPY AdAstraImperium.Common/. ./AdAstraImperium.Common/
WORKDIR /src/AdAstraImperium.Server
RUN dotnet publish -c Release -r linux-x64 --self-contained false -o /app/publish -p:StrideGraphicsApi=Vulkan -p:StridePlatform=Linux

# Use Debian Bookworm-based .NET runtime for newer Mesa (22.3+)
FROM mcr.microsoft.com/dotnet/runtime:8.0-bookworm-slim AS base

# Install dependencies for Stride/SDL2, Vulkan, and virtual display
# Note: libfreetype-dev and libfreeimage-dev are used instead of runtime packages
# because Stride's NativeLibraryHelper looks for unversioned symlinks (e.g.,
# libfreetype.so, libfreeimage.so) which only exist in -dev packages.
# The Stride NuGet packages don't include Linux builds for freetype and freeimage.
RUN apt-get update && apt-get install -y \
    libsdl2-2.0-0 \
    libsdl2-dev \
    libopenal1 \
    libgl1-mesa-glx \
    libgl1-mesa-dri \
    libvulkan1 \
    mesa-vulkan-drivers \
    vulkan-tools \
    libfreetype-dev \
    libfreeimage-dev \
    xvfb \
    x11-utils \
    procps \
    && rm -rf /var/lib/apt/lists/*

# Set up environment variables for headless rendering with Vulkan support
# Note: STRIDE_GRAPHICS_API is a compile-time setting (MSBuild property), not runtime.
# The Vulkan DLLs are selected during 'dotnet publish' via -p:StrideGraphicsApi=Vulkan
ENV DISPLAY=:99

# Use llvmpipe instead of softpipe - llvmpipe is faster and more stable
# llvmpipe uses LLVM for JIT compilation of shaders
ENV GALLIUM_DRIVER=llvmpipe
ENV LIBGL_ALWAYS_SOFTWARE=1

# Lavapipe (software Vulkan) configuration
ENV VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/lvp_icd.x86_64.json

# Disable Mesa shader cache to avoid potential corruption issues
ENV MESA_SHADER_CACHE_DISABLE=1

# Force single-threaded llvmpipe to reduce chance of race conditions
# Comment this out if you need more performance and stability is acceptable
ENV LP_NUM_THREADS=1

# Enable Mesa debug output for crash diagnostics (remove in production if too verbose)
ENV MESA_DEBUG=silent

WORKDIR /app

# Copy the built files from the build stage to the runtime stage
COPY --from=build /app/publish .

# Expose the port your application runs on
EXPOSE 3000

# Start Xvfb and run the application
# Using shell form to allow backgrounding Xvfb
ENTRYPOINT Xvfb :99 -screen 0 1024x768x24 -ac +extension GLX +render -noreset & sleep 2 && dotnet AdAstraImperium.Server.dll

Key Insights from Production Use

  1. Compile-time API selection: The graphics API is a compile-time decision via MSBuild properties (-p:StrideGraphicsApi=Vulkan), not a runtime environment variable
  2. Native library symlinks: Stride's NativeLibraryHelper expects unversioned symlinks (libfreetype.so), which requires -dev packages on Linux
  3. Headless rendering: Works with llvmpipe/lavapipe software rendering for server scenarios
  4. This default ensures Linux builds "just work" without manual configuration

Test Plan

  • Linux build completes without specifying -p:StrideGraphicsApi
  • Vulkan graphics backend is correctly selected
  • Does not affect Windows/Android/iOS builds (they use TargetFramework-based conditions, this uses StridePlatform)

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roku674 commented Feb 17, 2026

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To respond to this just for documentation. This is not for/from a company. This is solely me as an individual

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roku674 commented Feb 17, 2026

@dotnet-policy-service agree

@MeharDT
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MeharDT commented Feb 19, 2026

Thanks for the PR!

Is Stride's implementation of Vulkan stable enough on Linux for it to replace OpenGL as the default API? Pinging @Jklawreszuk because they work on the Linux platform quite a bit.

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roku674 commented Feb 19, 2026

Thanks for the PR!

Is Stride's implementation of Vulkan stable enough on Linux for it to replace OpenGL as the default API? Pinging @Jklawreszuk because they work on the Linux platform quite a bit.

Now that you mention it i just noticed a crash in my container I need to investigate if this is because of Vulkan

stack trace: at Stride.Engine.Processors.TransformProcessor.UpdateTransformationsRecursive(Scene scene) in C:\BuildAgent\work\b5f46e3c4829a09e\sources\engine\Stride.Engine\Engine\Processors\TransformProcessor.cs:line 145 at Stride.Engine.Processors.TransformProcessor.UpdateTransformationsRecursive(Scene scene) in C:\BuildAgent\work\b5f46e3c4829a09e\sources\engine\Stride.Engine\Engine\Processors\TransformProcessor.cs:line 147 at Stride.Engine.Processors.TransformProcessor.Draw(RenderContext context) in C:\BuildAgent\work\b5f46e3c4829a09e\sources\engine\Stride.Engine\Engine\Processors\TransformProcessor.cs:line 136 at Stride.Engine.EntityManager.Draw(RenderContext context) in C:\BuildAgent\work\b5f46e3c4829a09e\sources\engine\Stride.Engine\Engine\EntityManager.cs:line 204 at Stride.Games.GamePlatform.OnRunCallback() at Stride.Games.GameWindowSDL.<>c__DisplayClass17_0.<Run>b__0() at Stride.Engine.SceneSystem.Draw(GameTime gameTime) in C:\BuildAgent\work\b5f46e3c4829a09e\sources\engine\Stride.Engine\Engine\SceneSystem.cs:line 220 at Stride.Games.SDLMessageLoop.Run(Window form, RenderCallback renderCallback) at Stride.Games.GameSystemCollection.Draw(GameTime gameTime) at Stride.Games.GameWindowSDL.Run() at Stride.Games.GameBase.Draw(GameTime gameTime) at Stride.Games.GamePlatform.Run(GameContext gameContext) at Stride.Games.GameBase.RawTick(TimeSpan elapsedTimePerUpdate, Int32 updateCount, Single drawInterpolationFactor, Boolean drawFrame) at Stride.Games.GameBase.Run(GameContext gameContext) at Stride.Games.GameBase.RawTickProducer() at Stride.Games.GameBase.Tick() at AdAstraImperium.Server.Program.<>c.<InitializeGame>b__23_0() in /src/AdAstraImperium.Server/Program.cs:line 501 at Stride.Games.GamePlatform.Tick() at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread) --- End of stack trace from previous location --- at AdAstraImperium.Server.Program.InitializeGame() in /src/AdAstraImperium.Server/Program.cs:line 501 Unhandled exception. System.NullReferenceException: Object reference not set to an instance of an object. at Stride.Engine.Processors.TransformProcessor.UpdateTransformationsRecursive(Scene scene) in C:\BuildAgent\work\b5f46e3c4829a09e\sources\engine\Stride.Engine\Engine\Processors\TransformProcessor.cs:line 145 at Stride.Engine.Processors.TransformProcessor.UpdateTransformationsRecursive(Scene scene) in C:\BuildAgent\work\b5f46e3c4829a09e\sources\engine\Stride.Engine\Engine\Processors\TransformProcessor.cs:line 147 at Stride.Engine.Processors.TransformProcessor.Draw(RenderContext context) in C:\BuildAgent\work\b5f46e3c4829a09e\sources\engine\Stride.Engine\Engine\Processors\TransformProcessor.cs:line 136 at Stride.Engine.EntityManager.Draw(RenderContext context) in C:\BuildAgent\work\b5f46e3c4829a09e\sources\engine\Stride.Engine\Engine\EntityManager.cs:line 204 at Stride.Engine.SceneSystem.Draw(GameTime gameTime) in C:\BuildAgent\work\b5f46e3c4829a09e\sources\engine\Stride.Engine\Engine\SceneSystem.cs:line 220 at Stride.Games.GameSystemCollection.Draw(GameTime gameTime) at Stride.Games.GameBase.Draw(GameTime gameTime) at Stride.Games.GameBase.RawTick(TimeSpan elapsedTimePerUpdate, Int32 updateCount, Single drawInterpolationFactor, Boolean drawFrame) at Stride.Games.GameBase.RawTickProducer() at Stride.Games.GameBase.Tick() at Stride.Games.GamePlatform.Tick() at Stride.Games.GamePlatform.OnRunCallback() at Stride.Games.GameWindowSDL.<>c__DisplayClass17_0.<Run>b__0() at Stride.Games.SDLMessageLoop.Run(Window form, RenderCallback renderCallback) at Stride.Games.GameWindowSDL.Run() at Stride.Games.GamePlatform.Run(GameContext gameContext) at Stride.Games.GameBase.Run(GameContext gameContext) at AdAstraImperium.Server.Program.<>c.<InitializeGame>b__23_0() in /src/AdAstraImperium.Server/Program.cs:line 501 at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread) --- End of stack trace from previous location --- at AdAstraImperium.Server.Program.InitializeGame() in /src/AdAstraImperium.Server/Program.cs:line 501 at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state) at System.Threading.ThreadPoolWorkQueue.Dispatch() at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart() Aborted

@roku674
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roku674 commented Feb 21, 2026

Thanks for the PR!

Is Stride's implementation of Vulkan stable enough on Linux for it to replace OpenGL as the default API? Pinging @Jklawreszuk because they work on the Linux platform quite a bit.

Closing this becuase you're right OpenGL seems much more stable than Vulkan when i tested two identical contianers of my game one with Vulkan one with Open GL via an env var

@roku674 roku674 closed this Feb 21, 2026
@Ethereal77
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Please note there is currently an ongoing PR to remove OpenGL entirely, and set Vulkan as default API for Linux, MacOS, iOS, and Android.

@roku674
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roku674 commented Feb 21, 2026

Please note there is currently an ongoing PR to remove OpenGL entirely, and set Vulkan as default API for Linux, MacOS, iOS, and Android.

Im not sure a complete removal would be prudent I'm running the game on a CPU only system and its stable on OpenGL but not Vulkan

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MeharDT commented Feb 23, 2026

Please note there is currently an ongoing PR to remove OpenGL entirely, and set Vulkan as default API for Linux, MacOS, iOS, and Android.

Im not sure a complete removal would be prudent I'm running the game on a CPU only system and its stable on OpenGL but not Vulkan

D3D and Vulkan support are being re-written by xen2 so it shouldn't be an issue once the PR is integrated.

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