| Commit message (Collapse) | Author | Age | Files | Lines |
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The original implementation assumed that we could allocate the same
amount of command buffers as the number of images in the swapchain.
But the application could potentially render much faster and rerender
into images that have been submitted for presentation but not yet
presented.
This change keeps on allocating command buffers, vertex buffer, vertex
indices as well as a semaphore and a fence for as long as we can't
reuse a previously submitted one.
This fixes rendering issues in the overlay at high frame rates.
v2: Don't recreate semaphores constantly (Józef)
v3: Drop useless surface & FreeCommandBuffers (Józef)
Signed-off-by: Lionel Landwerlin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110655
Cc: 19.1 <[email protected]>
Reviewed-by: Józef Kucia <[email protected]>
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Non dispatchable handles can be uint64_t. When compiling the layer on
a 32bit platform, this will lead to casting uint64_t into (void *)
which is 32bit, leading to incorrect handles being mapped internally
in the layer.
v2: Use more HKEY() (Eric)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reported-by: Józef Kucia <[email protected]>
Fixes: 2d2927938f074f ("vulkan/overlay-layer: fix cast errors")
Reviewed-by: Józef Kucia <[email protected]>
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Not quite sure what version of GCC/Clang produces errors (8.3.0
locally was fine).
v2: also fix an integer literal issue (Karol)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]> (v1)
Reviewed-by: Eric Engestrom <[email protected]>
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Keen on having other people contribute.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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And fix the unused CmdDrawIndirect.
Signed-off-by: Lionel Landwerlin <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
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This is useful to normalize the numbers written into the output file
as those number are accumulated over a period of time and number of
frames.
Signed-off-by: Lionel Landwerlin <[email protected]>
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The output looks something like this (csv style) :
fps, frame, frame_timing(us), submit, draw_indexed, pipeline_graphics, acquire_timing(us), vert_invocations, frag_invocations, gpu_timing(ns)
480.55, 242, 501512, 247, 1444, 1204, 714, 5827272, 113043296, 121424174
467.80, 234, 500214, 234, 1412, 1176, 648, 5635680, 109436188, 117743760
424.37, 213, 501923, 213, 2130, 1704, 623, 5132448, 99657292, 105474683
472.15, 237, 501962, 237, 2370, 1896, 667, 5710752, 110924644, 122226004
411.32, 206, 500826, 206, 2060, 1648, 709, 4963776, 96491764, 95333273
458.87, 230, 501228, 230, 2300, 1840, 634, 5542080, 107758204, 123112090
475.01, 238, 501044, 238, 2380, 1904, 631, 5734848, 111477480, 122087426
471.08, 236, 500972, 236, 2360, 1888, 655, 5686656, 110498496, 114816162
Signed-off-by: Lionel Landwerlin <[email protected]>
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Looks a bit better.
Signed-off-by: Lionel Landwerlin <[email protected]>
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In case you're just interested in data being record to the output
file.
Signed-off-by: Lionel Landwerlin <[email protected]>
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v2: switch to VkBase{In,Out}Structure
v3: Add timestamps at begin/end of primary command buffers to estimate
gpu time spent per submission (Lionel)
Signed-off-by: Lionel Landwerlin <[email protected]>
Acked-by: Eric Engestrom <[email protected]> (v2)
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This significantly reworks how numbers displayed are computed. We
accumulate operations written into command buffers and add those to
the device when submitted to a queue. These collected values are then
used to compute per frame overlay data.
We also accumulate the data over the sampling fps period to produce
numbers for that period of time.
Signed-off-by: Lionel Landwerlin <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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We can show the actual command & line where the failure happened
Signed-off-by: Lionel Landwerlin <[email protected]>
Suggested-by: Tapani Pälli <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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v2: Drop call to FreeDescriptorSet
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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This is required by the validation layers if we want to validate the
commands inserted by the overlay layer.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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In commit 530927d3f6a303d9 ("vulkan/util: generate instance/device
dispatch tables") we started generating instance dispatch tables some
of them (like wayland) require external headers.
This commit moves the dependencies up one level so that they apply the
whole vulkan directory. We use them for both the util & overlay layer.
Signed-off-by: Lionel Landwerlin <[email protected]>
Fixes: 530927d3f6a303 ("vulkan/util: generate instance/device dispatch tables")
Reviewed-by: Eric Engestrom <[email protected]>
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v2: reimplement layer chain info getters (Eric)
v3: make it compile.. (Lionel)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Also make the sampling period configurable.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Makes adding new options easier.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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This shouldn't be condition to the acquire time being visible.
Signed-off-by: Lionel Landwerlin <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
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This will allow multilib.
v2: Drop path from json file, dlopen should be able to locate the lib in libdir
v3: Switch from configure_file to install_data (Dylan)
Signed-off-by: Lionel Landwerlin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109788
Tested-by: Mike Lothian <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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The Loader/Validation-Layers repository allow the user to choose where
header files are installed. On my system I choose /usr/include
thinking it was the obvious "base" location, but it turns out the
headers end up being installed right there rather in a vulkan
subdirectory. On Debian/Ubuntu the selected installation path is
/usr/include/vulkan, so just go with that.
Hopefully other distro don't choose another path.
Note that the validation layer doesn't provide a .pc file so we have
no way of querying where the headers are installed.
Signed-off-by: Lionel Landwerlin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109739
Acked-by: Eric Engestrom <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109739
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109747
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vulkan_core.h defines non-dispatchable handles as (struct object *)
on 64-bit systems, but uint64_t on 32-bit systems. The former can be
implicitly cast to void *, but the latter requires an explicit cast.
While here, %lu is the wrong format specifier for uint64_t on 32-bit
systems, so use PRIu64, fixing a warning.
Reported-by: Mike Lothian <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Just a starting point to display frame timings & drawcalls/submissions
per frame.
Signed-off-by: Lionel Landwerlin <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
+1-by: Mike Lothian <[email protected]>
+1-by: Tapani Pälli <[email protected]>
+1-by: Eric Engestrom <[email protected]>
+1-by: Yurii Kolesnykov <[email protected]>
+1-by: myfreeweb <[email protected]>
+1-by: Kenneth Graunke <[email protected]>
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