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author | Samuel Pitoiset <samuel.pitoiset@gmail.com> | 2018-04-06 10:23:56 +0200 |
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committer | Samuel Pitoiset <samuel.pitoiset@gmail.com> | 2018-04-06 10:23:56 +0200 |
commit | acee7b888285c635f17b36cd13f8a6b6065b88e2 (patch) | |
tree | 88104e0ffc430b031acbe9fcf7b28ddf4b828488 /README |
initial commit; import existing files
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Diffstat (limited to 'README')
-rw-r--r-- | README | 44 |
1 files changed, 44 insertions, 0 deletions
@@ -0,0 +1,44 @@ +=== What === + +vkpipeline-db is quite similar to shader-db, but for Vulkan. It allows to capture +graphics and compute pipelines (including shaders and states) and to replay +them in order to get shader stats. + +Currently vkpipeline-db can only report shader stats if VK_AMD_shader_info is +exposed by the underlying Vulkan driver. + +=== Compiling === + +$ mkdir build +$ cd build +$ cmake .. +$ make + +=== Capturing shaders === + +One component of vkpipeline-db is a Vulkan layer that allows to capture +pipelines. + +# Set up the layer +$ export VK_LAYER_PATH=$VK_LAYER_PATH:path_to_VkLayer_vkpipeline_db.json +$ export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:path_to_libVkLayer_vkpipeline_db.so +$ export VK_INSTANCE_LAYERS=VK_LAYER_vkpipeline_db + +# Create directory for pipeline files +$ mkdir dirpath + +# Set up the pipeline capture directory. +$ export VKPIPELINE_DB_CAPTURE_PATH=dirpath + +# Run your application +$ yourapp + +All captured pipelines should be in 'dirpath'. + +=== Running shaders === + +$ ./run dirpath + +=== Analysis === + +$ ./radv-report.py old-run new-run |