mirror of
https://github.com/Yours3lf/rpi-vk-driver.git
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95 lines
3.3 KiB
Markdown
95 lines
3.3 KiB
Markdown
# rpi-vk-driver
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(not conformant yet, can't use official name or logo)
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## Milestones
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- [x] clear screen example working
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- [x] triangle example working
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- [x] shader from assembly, vertices from vertex buffer object, no uniforms, color hardcoded
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- [x] uniforms for matrix multiplication and animation
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- [x] texture coordinates and texture sampling
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- [x] varyings
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- [x] Multiple vertex attributes
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- [x] Depth buffers
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- [ ] Stencil buffers
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- [ ] Indexed draw calls
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- [x] Shader compiler chain
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- [x] QPU assembler / disassembler
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- [x] Resources
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- [x] Descriptor support
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- [x] VkSampler support
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- [x] Push constant support
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- [ ] Render to texture features
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- [ ] VkRenderPass support
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- [ ] Subpass support
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- [ ] Multiple attachments
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- [ ] MSAA support
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- [ ] Synchronization
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- [ ] vkCmdPipelineBarrier support
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- [ ] Performance
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- [ ] Performance counters
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- [ ] Queries
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- [ ] Shader performance info
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- [ ] Emulated features
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- [ ] Clear command support
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- [ ] Copy command support
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- [ ] Platform features
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- [ ] Layer support
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- [ ] Pipeline cache support
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- [ ] WSI
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- [ ] Direct to display support
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- [ ] Secondary command buffers
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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%)
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- Failed: 878/67979 (1.3%)
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- Not supported: 59206/67979 (87.1%)
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- Warnings: 1/67979 (0.0%)
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Conformance run is considered passing if all tests finish with allowed result
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codes.
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Following status
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codes are allowed:
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- Pass
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- NotSupported
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- QualityWarning
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- CompatibilityWarning
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There are about 470.000 conformance tests.
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## FAQ
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### Will this ever be a fully functional VK driver?
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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.
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### What performance should you expect?
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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 features will not be supported?
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- 3D textures
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- sparse textures
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- compute shaders (though could be supported to some extent if the kernel side would support it)
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- some texture formats
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- some render target texture formats
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- occlusion queries (https://github.com/anholt/mesa/wiki/VC4-OpenGL-support)
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- indirect draws
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- spirv shaders
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- events
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- proper semaphore support
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- tessellation shaders
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- geometry shaders
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- 32 bit indices
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- some vertex buffer formats
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### What additional features will this driver support?
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- I already added support (to be polished) to load shader assembly. This will enable devs to optimise shaders to the last cycle.
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- I'll probably add something to indicate towards the developer that things are emulated or not supported at all.
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- Videocore IV provides some performance counters these will be exposed
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- Videocore IV supports some texture formats that are not present in the spec
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- bw1: 1 bit black and white
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- a4: 4 bit alpha
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- a1: 1 bit alpha
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- vector graphics support?
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