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- [x] uniforms for matrix multiplication and animation
- [x] texture coordinates and texture sampling
- [ ] varyings
- [ ] Depth / stencil buffers
- [ ] Multiple vertex attributes
- [x] Shader compiler chain
- [x] QPU assembler / disassembler
- [x] Resources
@ -17,13 +19,21 @@
- [ ] Multipass rendering
- [ ] VkRenderPass support
- [ ] Subpass support
- [ ] Multiple attachments
- [ ] Synchronization
- [ ] vkCmdPipelineBarrier support
- [ ] VkEvent support
- [ ] Performance
- [ ] Performance counters
- [ ] Queries
- [ ] Shader performance info
- [ ] Indexed draw call support
- [ ] Clear command support
- [ ] Copy command support
- [ ] Layer support
- [ ] Pipeline cache support
- [ ] Direct to display support
- [ ] Secondary command buffers
- [ ] Try to pass as much of the VK CTS as possible with existing feature set
@ -47,18 +57,30 @@ There are about 470.000 conformance tests.
## 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.
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.
### 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.
CPU performance (eg. number of draw calls) should be enough on the quad-core PIs as you can easily utilise all cores using VK.
### 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
### What features will not be supported?
- 3D textures
- sparse textures
- compute shaders (though could be supported to some extent if the kernel side would support it)
- some texture formats
- some render target texture formats
- occlusion queries (https://github.com/anholt/mesa/wiki/VC4-OpenGL-support)
- indirect draws
- spirv shaders
- events
- proper semaphore support
- tessellation shaders
- geometry shaders
- 32 bit indices
- some vertex buffer formats
### What additional features will this driver support?
- 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.
- Videocore IV provides some performance counters these will be exposed
- Videocore IV supports some texture formats that are not present in the spec