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 <lionel.g.landwerlin@intel.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com> (v2)
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 <lionel.g.landwerlin@intel.com>
We can show the actual command & line where the failure happened
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Suggested-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
This is required by the validation layers if we want to validate the
commands inserted by the overlay layer.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
v2: reimplement layer chain info getters (Eric)
v3: make it compile.. (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Also make the sampling period configurable.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
Makes adding new options easier.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
This shouldn't be condition to the acquire time being visible.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
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 <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109739
Acked-by: Eric Engestrom <eric.engestrom@intel.com>
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 <mike@fireburn.co.uk>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Just a starting point to display frame timings & drawcalls/submissions
per frame.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
+1-by: Mike Lothian <mike@fireburn.co.uk>
+1-by: Tapani Pälli <tapani.palli@intel.com>
+1-by: Eric Engestrom <eric.engestrom@intel.com>
+1-by: Yurii Kolesnykov <root@yurikoles.com>
+1-by: myfreeweb <greg@unrelenting.technology>
+1-by: Kenneth Graunke <kenneth@whitecape.org>