tree: 7a2388c3086bf61519ad6b52546e576fb2ec7ed2 [path history] [tgz]
  1. images/
  2. linux/
  3. windows/
  4. api_dump.h
  5. CMakeLists.txt
  6. monitor.cpp
  7. README.md
  8. screenshot.cpp
  9. screenshot_parsing.cpp
  10. screenshot_parsing.h
  11. vk_layer_settings.txt
  12. VkLayer_api_dump.def
  13. VkLayer_basic.def
  14. VKLayer_monitor.def
  15. VkLayer_screenshot.def
layersvt/README.md

Layer Description and Status

Overview

Layer libraries can be written to intercept or hook VK entry points for various debug and validation purposes. One or more VK entry points can be defined in your Layer library. Undefined entrypoints in the Layer library will be passed to the next Layer which may be the driver. Multiple layer libraries can be chained (actually a hierarchy) together. vkEnumerateInstanceLayerProperties and vkEnumerateDeviceLayerProperties can be called to list the available layers and their properties. Layers can intercept Vulkan instance level entry points in which case they are called an Instance Layer. Layers can intercept device entry points in which case they are called a Device Layer. Instance level entry points are those with VkInstance or VkPhysicalDevice as first parameter. Device level entry points are those with VkDevice, VkCommandBuffer, or VkQueue as the first parameter. Layers that want to intercept both instance and device level entrypoints are called Global Layers. vkXXXXGetProcAddr is used internally by the Layers and Loader to initialize dispatch tables. Device Layers are activated at vkCreateDevice time. Instance Layers are activated at vkCreateInstance time. Layers can also be activated via environment variable: (VK_INSTANCE_LAYERS).

Layer library example code

Note that some layers are code-generated and will therefore exist in the directory (build_dir)/layers

-include/vkLayer.h - header file for layer code.

Print API Calls and Parameter Values

(build dir)/layers/api_dump.cpp (name=VK_LAYER_LUNARG_api_dump) - print out API calls along with parameter values

Capture Screenshots

layersvt/screenshot.cpp (name=‘VK_LAYER_LUNARG_screenshot’) - utility layer used to capture and save screenshots of running applications. To specify frames to be captured, the environment variable ‘VK_SCREENSHOT_FRAMES’ can be set to a comma-separated list of frame numbers (ex: 4,8,15,16,23,42).

View Frames Per Second

layersvt/monitor.cpp - utility layer that will display an applications FPS in the title bar of a windowed application.

Using Layers

  1. Build VK loader using normal steps (cmake and make)

  2. Place libVkLayer_.so or VkLayer_.dll in the same directory as your Vulkan test or application, or use the VK_LAYER_PATH environment variable to specify where the layer libraries reside.

  3. Create a vk_layer_settings.txt file in the same directory to specify how your layers should behave.

    Model it after the following example: vk_layer_settings.txt

  4. Specify which Layers to activate by using vkCreateDevice and/or vkCreateInstance or environment variables.

    export VK_INSTANCE_LAYERS=VK_LAYER_LUNARG_api_dump cd build/tests; ./vkinfo

Status

Current known issues