Comments (5)
I'm not even sure if I would take on the work of implementing such a layer (it wouldn't be an easy task) so I'm rather asking out of curiosity, but: Would you be open to taking/reviewing a pull request if someone actually implemented this kind of extension layer ?
Yes, I'd gladly take a pull request if the code works on the platforms we support for the sync2 layer (windows, android, linux) and there are some unit test included.
from vulkan-extensionlayer.
Sorry for the delay. It seems like it would be feasible to implement but I'm not sure anyone has looked at it in more detail than you have. One thing to keep in mind is that all the renderpass stuff was added to Vulkan to improve performance on mobile tiled rendering GPUs. It might concern some folks if we're encouraging developers towards a non-optimal path.
from vulkan-extensionlayer.
Thanks.
I really only had use cases in mind where on-chip multipass rendering leveraging multiple-subpass render passes for TB(D)R is not an absolute requirement for performance.
Unlike desktop GPUs that tend to get regular driver updates, many Android devices are stuck on 1.0/1.1 where they won't receive any OTA driver update until the end of time, which is where such an extension layer might come in handy for running future apps written with VK_KHR_dynamic_rendering support in mind.
Regarding dynamic rendering and TB(D)R, an interesting merge request was submitted to mesa which implements VK_KHR_dynamic_rendering for turnip (Vulkan driver for Adreno).
On a related note: many drivers (barring mobile) on mesa seems to be moving towards implementing VK_KHR_dynamic_rendering only, relying on common code path across the driver stack to implement regular render pass on top of it.
from vulkan-extensionlayer.
I'm not even sure if I would take on the work of implementing such a layer (it wouldn't be an easy task) so I'm rather asking out of curiosity, but:
Would you be open to taking/reviewing a pull request if someone actually implemented this kind of extension layer ?
from vulkan-extensionlayer.
Thanks - that clears it up for now !
from vulkan-extensionlayer.
Related Issues (20)
- Manual cloning of `shaderc` needed when building for Android on Windows ?
- decompression: DecompressionTest.DecompressMemory crashes on Android HOT 12
- Cleanup CMake / GHA for this repo HOT 1
- shader object emulation layer documentation - remove/update Android information HOT 1
- [question] It's possible will have support extension layer for VK_EXT_robustness2? HOT 1
- Race condition in shader object layer? HOT 3
- Test failure on AMD 6800 machines HOT 1
- Potential use of pipeline with different shaders than requested
- ShaderObject: `VK_NULL_HANDLE` used instead of correct pipeline
- Bad behaviour of captured `vkEnumerateDeviceExtensionProperties` HOT 3
- shaderObject: possible alignment issues
- Adding support for VK_EXT_dynamic_rendering_unused_attachements in shader objects layer
- Test Failure on a Nvidia 2070 with 32 bit build on Windows 10 with 531.79 driver
- Remove ndk-build HOT 1
- layers incorrectly rewrite extensions list HOT 5
- When using sync2 layer, VK_KHR_synchronization2 extension is reported twice
- Decompression Layer Testing fails on Pixel 7 and Galaxy S23 HOT 11
- [Shader Object] Incorrect structure type reported in pNext chain of device create info HOT 2
- shader_object layer is triggering validation errors and causing our driver to crash HOT 16
- Sync2Test.WaitEventThenSet crashes RADV systems
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