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rpi-vk-driver/README.md

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# rpi-vk-driver
(not conformant yet, can't use official name or logo)
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## Milestones
- [x] clear screen example working
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- [x] triangle example working
- [x] shader from assembly, vertices from vertex buffer object, no uniforms, color hardcoded
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- [ ] uniforms for matrix multiplication and animation
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- [ ] texture coordinates and texture sampling
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- [x] Shader compiler chain
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- [x] QPU assembler / disassembler
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- [x] Resources
- [x] Descriptor support
- [x] VkSampler support
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- [x] Push constant support
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- [ ] Multipass rendering
- [ ] VkRenderPass support
- [ ] Subpass support
- [ ] Synchronization
- [ ] vkCmdPipelineBarrier support
- [ ] VkEvent support
- [ ] Indexed draw call support
- [ ] Clear command support
- [ ] Layer support
- [ ] Pipeline cache support
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- [ ] Try to pass as much of the VK CTS as possible with existing feature set
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## VK CTS progress
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- Passed: 7894/67979 (11.6%)
- Failed: 878/67979 (1.3%)
- Not supported: 59206/67979 (87.1%)
- Warnings: 1/67979 (0.0%)
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Conformance run is considered passing if all tests finish with allowed result
codes.
Following status
codes are allowed:
- Pass
- NotSupported
- QualityWarning
- CompatibilityWarning
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## FAQ
### Will this ever be a fully functional VK driver?
As far as I know the PI is NOT fully VK capable on the hardware level. I can already see that some things will need to be emulated and others won't ever be emulated. The compiler is also a huge unknown at this point as I plan to write one from scratch.
### What performance should you expect?
Performance wise, the Pi is quite capable. The specs and architecture is close to the GPU in the iPhone 4s. The only problem I see is bandwidth as you only have about 7GB/s compared to 12-25GB/s on typical mobile phones. So post processing is a huge no and you'd need to be very careful about the techniques that you use. Eg. you'd need to stay on chip at all times.
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CPU performance (eg. number of draw calls) should be enough on the quad-core PIs as you can easily utilise all cores using VK.
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### What will be emulated?
- I already plan to emulate a couple of the basics such as copy commands using compute
- Tessellation and geometry shaders won't be considered, it just doesn't make sense
- Sparse resources might be implemented, but I don't think performance would be great
- Compute shaders could also be implemented, though I think I would need to modify the kernel side for that, no LDS or any of the fancy stuff though...
- As far as I know the PI doesn't support occlusion queries (https://github.com/anholt/mesa/wiki/VC4-OpenGL-support)
- Indirect draws are probably out of scope
- I already added support (to be polished) to load shader assembly. This will enable devs to optimise shaders to the last cycle.
- I'll probably add something to indicate towards the developer that things are emulated or not supported at all.