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Copy file name to clipboardExpand all lines: BUILD.md
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Example debug build:
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```
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cd YOUR_DEV_DIRECTORY # cd to the root of the xgl git repository
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cd YOUR_DEV_DIRECTORY # cd to the root of the vk git repository
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export KHRONOS_ACCOUNT_NAME= <subversion login name for svn checkout of BIL>
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./update_external_sources.sh # fetches and builds glslang, llvm, LunarGLASS, and BIL
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cmake -H. -Bdbuild -DCMAKE_BUILD_TYPE=Debug
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cd dbuild
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make
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```
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To run XGL programs you must tell the icd loader where to find the libraries. Set the
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environment variable LIBXGL_DRIVERS_PATH to the driver path. For example:
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To run VK programs you must tell the icd loader where to find the libraries. Set the
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environment variable LIBVK_DRIVERS_PATH to the driver path. For example:
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```
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export LIBXGL_DRIVERS_PATH=$PWD/icd/intel
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export LIBVK_DRIVERS_PATH=$PWD/icd/intel
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```
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To enable debug and validation layers with your XGL programs you must tell the icd loader
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where to find the layer libraries. Set the environment variable LIBXGL_LAYERS_PATH to
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the layer folder and indicate the layers you want loaded via LIBXGL_LAYER_NAMES.
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To enable debug and validation layers with your VK programs you must tell the icd loader
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where to find the layer libraries. Set the environment variable LIBVK_LAYERS_PATH to
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the layer folder and indicate the layers you want loaded via LIBVK_LAYER_NAMES.
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For example, to enable the APIDump and DrawState layers, do:
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```
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export LIBXGL_LAYERS_PATH=$PWD/layers
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export LIBXGL_LAYER_NAMES=APIDump:DrawState
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export LIBVK_LAYERS_PATH=$PWD/layers
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export LIBVK_LAYER_NAMES=APIDump:DrawState
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```
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##Linux Test
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The test executibles can be found in the dbuild/tests directory. The tests use the Google
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gtest infrastructure. Tests available so far:
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-xglinfo: Report GPU properties
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-xglbase: Test basic entry points
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-xgl_blit_tests: Test XGL Blits (copy, clear, and resolve)
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-xgl_image_tests: Test XGL image related calls needed by render_test
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-xgl_render_tests: Render a single triangle with XGL. Triangle will be in a .ppm in
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-vkinfo: Report GPU properties
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-vkbase: Test basic entry points
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-vk_blit_tests: Test VK Blits (copy, clear, and resolve)
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-vk_image_tests: Test VK image related calls needed by render_test
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-vk_render_tests: Render a single triangle with VK. Triangle will be in a .ppm in
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the current directory at the end of the test.
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##Linux Demos
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Example debug build:
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```
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cd GL-Next # cd to the root of the xgl git repository
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cd GL-Next # cd to the root of the vk git repository
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mkdir _out64
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cd _out64
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cmake -G "Visual Studio 12 Win64" -DCMAKE_BUILD_TYPE=Debug ..
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```
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At this point, you can use Windows Explorer to launch Visual Studio by double-clicking on the "XGL.sln" file in the _out64 folder. Once Visual Studio comes up, you can select "Debug" or "Release" from a drop-down list. You can start a build with either the menu (Build->Build Solution), or a keyboard shortcut (Ctrl+Shift+B). As part of the build process, Python scripts will create additional Visual Studio files and projects, along with additional source files. All of these auto-generated files are under the "_out64" folder.
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At this point, you can use Windows Explorer to launch Visual Studio by double-clicking on the "VK.sln" file in the _out64 folder. Once Visual Studio comes up, you can select "Debug" or "Release" from a drop-down list. You can start a build with either the menu (Build->Build Solution), or a keyboard shortcut (Ctrl+Shift+B). As part of the build process, Python scripts will create additional Visual Studio files and projects, along with additional source files. All of these auto-generated files are under the "_out64" folder.
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XGL programs must be able to find and use the XGL.dll libary. Make sure it is either installed in the C:\Windows\System32 folder, or the PATH enviroment variable includes the folder that it is located in.
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VK programs must be able to find and use the VK.dll libary. Make sure it is either installed in the C:\Windows\System32 folder, or the PATH enviroment variable includes the folder that it is located in.
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To run XGL programs you must have an appropriate ICD (installable client driver) that is either installed in the C:\Windows\System32 folder, or pointed to by the registry and/or an environment variable:
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To run VK programs you must have an appropriate ICD (installable client driver) that is either installed in the C:\Windows\System32 folder, or pointed to by the registry and/or an environment variable:
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- Registry:
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- Root Key: HKEY_LOCAL_MACHINE
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- Key: "SOFTWARE\XGL"
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- Value: "XGL_DRIVERS_PATH" (semi-colon-delimited set of folders to look for ICDs)
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- Environment Variable: "XGL_DRIVERS_PATH" (semi-colon-delimited set of folders to look for ICDs)
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- Key: "SOFTWARE\VK"
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- Value: "VK_DRIVERS_PATH" (semi-colon-delimited set of folders to look for ICDs)
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- Environment Variable: "VK_DRIVERS_PATH" (semi-colon-delimited set of folders to look for ICDs)
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Note: If both the registry value and environment variable are used, they are concatenated into a new semi-colon-delimited list of folders.
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- Within the search box, type "environment variable" and click on "Edit the system environment variables" (or navigate there via "System and Security->System->Advanced system settings").
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- This will launch a window with several tabs, one of which is "Advanced". Click on the "Environment Variables..." button.
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- For either "User variables" or "System variables" click "New...".
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- Enter "XGL_DRIVERS_PATH" as the variable name, and an appropriate Windows path to where your driver DLL is (e.g. C:\Users\username\GL-Next\_out64\icd\drivername\Debug).
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- Enter "VK_DRIVERS_PATH" as the variable name, and an appropriate Windows path to where your driver DLL is (e.g. C:\Users\username\GL-Next\_out64\icd\drivername\Debug).
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It is possible to specify multiple icd folders. Simply use a semi-colon (i.e. ";") to separate folders in the environment variable.
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The icd loader searches in all of the folders for files that are named "XGL_*.dll" (e.g. "XGL_foo.dll"). It attempts to dynamically load these files, and look for appropriate functions.
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The icd loader searches in all of the folders for files that are named "VK_*.dll" (e.g. "VK_foo.dll"). It attempts to dynamically load these files, and look for appropriate functions.
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To enable debug and validation layers with your XGL programs you must tell the icd loader
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To enable debug and validation layers with your VK programs you must tell the icd loader
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where to find the layer libraries, and which ones you desire to use. The default folder for layers is C:\Windows\System32. Again, this can be pointed to by the registry and/or an environment variable:
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- Registry:
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- Root Key: HKEY_LOCAL_MACHINE
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- Key: "System\XGL"
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- Value: "XGL_LAYERS_PATH" (semi-colon-delimited set of folders to look for layers)
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- Value: "XGL_LAYER_NAMES" (semi-colon-delimited list of layer names)
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- Key: "System\VK"
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- Value: "VK_LAYERS_PATH" (semi-colon-delimited set of folders to look for layers)
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- Value: "VK_LAYER_NAMES" (semi-colon-delimited list of layer names)
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- Environment Variables:
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- "XGL_LAYERS_PATH" (semi-colon-delimited set of folders to look for layers)
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- "XGL_LAYER_NAMES" (semi-colon-delimited list of layer names)
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- "VK_LAYERS_PATH" (semi-colon-delimited set of folders to look for layers)
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- "VK_LAYER_NAMES" (semi-colon-delimited list of layer names)
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Note: If both the registry value and environment variable are used, they are concatenated into a new semi-colon-delimited list.
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The icd loader searches in all of the folders for files that are named "XGLLayer*.dll" (e.g. "XGLLayerParamChecker.dll"). It attempts to dynamically load these files, and look for appropriate functions.
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The icd loader searches in all of the folders for files that are named "VKLayer*.dll" (e.g. "VKLayerParamChecker.dll"). It attempts to dynamically load these files, and look for appropriate functions.
Copy file name to clipboardExpand all lines: README.md
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# Explicit GL (XGL) Ecosystem Components
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# Explicit GL (VK) Ecosystem Components
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*Version 0.8, 04 Feb 2015*
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This project provides *open source* tools for XGL Developers.
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This project provides *open source* tools for VK Developers.
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## Introduction
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XGL is an Explicit API, enabling direct control over how GPUs actually work. No validation, shader recompilation, memory management or synchronization is done inside an XGL driver. Applications have full control and responsibility. Any errors in how XGL is used are likely to result in a crash. This project provides layered utility libraries to ease development and help guide developers to proven safe patterns.
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VK is an Explicit API, enabling direct control over how GPUs actually work. No validation, shader recompilation, memory management or synchronization is done inside an VK driver. Applications have full control and responsibility. Any errors in how VK is used are likely to result in a crash. This project provides layered utility libraries to ease development and help guide developers to proven safe patterns.
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New with XGL in an extensible layered architecture that enables significant innovation in tools:
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New with VK in an extensible layered architecture that enables significant innovation in tools:
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- Cross IHV support enables tools vendors to plug into a common, extensible layer architecture
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- Layered tools during development enable validating, debugging and profiling without production performance impact
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- Modular validation architecture encourages many fine-grained layers--and new layers can be added easily
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demos for GDC.
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The following components are available:
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-XGL Library and header files, which include:
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-VK Library and header files, which include:
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-[*ICD Loader*](loader) and [*Layer Manager*](layers/README.md)
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- Snapshot of *XGL* and *BIL* header files from [*Khronos*](www.khronos.org)
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- Snapshot of *VK* and *BIL* header files from [*Khronos*](www.khronos.org)
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-[*GLAVE Debugger*](tools/glave)
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## New
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- Updated loader, driver, demos, tests and many tools to use "alpha" xgl.h (~ version 47).
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- Updated loader, driver, demos, tests and many tools to use "alpha" vulkan.h (~ version 47).
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Supports new resource binding model, memory allocation, pixel FORMATs and
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other updates.
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APIDump layer is working with these new API elements.
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## Prior updates
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-XGL API trace and capture tools. See tools/glave/README.md for details.
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-VK API trace and capture tools. See tools/glave/README.md for details.
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- Sample driver now supports multiple render targets. Added TriangleMRT to test that functionality.
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- Added XGL_SLOT_SHADER_TEXTURE_RESOURCE to xgl.h as a descriptor slot type to work around confusion in GLSL
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- Added VK_SLOT_SHADER_TEXTURE_RESOURCE to vulkan.h as a descriptor slot type to work around confusion in GLSL
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between textures and buffers as shader resources.
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- Misc. fixes for layers and Intel sample driver
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- Added mutex to APIDump, APIDumpFile and DrawState to prevent apparent threading issues using printf
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## References
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This version of the components are written based on the following preliminary specs and proposals:
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