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Intel Is Working On A Vulkan Overlay Layer, Inspired By Gallium3D HUD

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  • Intel Is Working On A Vulkan Overlay Layer, Inspired By Gallium3D HUD

    Phoronix: Intel Is Working On A Vulkan Overlay Layer, Inspired By Gallium3D HUD

    Aside from some out-of-tree experiments last year by one of Valve's developers on a RADV Vulkan HUD of similar nature to the popular Gallium HUD option, it turns out an Intel developer has recently been working on a Vulkan overlay layer to provide "Gallium HUD" inspired information...

    http://www.phoronix.com/scan.php?pag...D-Experimental

  • #2
    Nice, and now, if various vendors agreed on a common interface for their driver's tunables (say: disable shader cache, fan control, low-level perf metrics, force AA -- unless that's taken care of with the perf counters extensions), we could even get an interactive in-game UI to tune all of this.

    Oh, and making it a shared library (or at least a common API) would also allow various desktop environment to expose the same tunables in their system settings panels
    Make features query-able (like: what do you support? {AA settings, Anisotropic filtering, GPU Frequency, GPU fans, GPU lights...}, etc), so that building a generic GUI around it is easy!

    All right, I might be daydreaming, but it would be nice, still.

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    • #3
      If the rumors are true and they're switching to Gallium anyway, why tho? Just use Gallium HUD.

      Comment


      • #4
        Originally posted by eydee View Post
        If the rumors are true and they're switching to Gallium anyway, why tho? Just use Gallium HUD.
        Gallium HUD is only for OpenGL... ANV Vulkan isn't changing, hence the need for this Vulkan overlay. Just like the Gallium HUD not working on RADV Vulkan.
        Michael Larabel
        http://www.michaellarabel.com/

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        • #5
          This is indeed nice looking.

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          • #6
            Cool. I was wondering, when someone will implement the HUD as a layer.

            This HUD branch didn't really progress much: https://cgit.freedesktop.org/~hakzsa...og/?h=radv_hud
            Plus it's missing the actual HUD code.

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            • #7
              Originally posted by [email protected] View Post
              Nice, and now, if various vendors agreed on a common interface for their driver's tunables (say: disable shader cache, fan control, low-level perf metrics, force AA -- unless that's taken care of with the perf counters extensions), we could even get an interactive in-game UI to tune all of this.

              Oh, and making it a shared library (or at least a common API) would also allow various desktop environment to expose the same tunables in their system settings panels
              Make features query-able (like: what do you support? {AA settings, Anisotropic filtering, GPU Frequency, GPU fans, GPU lights...}, etc), so that building a generic GUI around it is easy!

              All right, I might be daydreaming, but it would be nice, still.
              Add to that the ability to write all the stats to disk so that Michael can parse them and use them for benchmarking

              Comment


              • #8
                Originally posted by [email protected] View Post
                Nice, and now, if various vendors agreed on a common interface for their driver's tunables (say: disable shader cache, fan control, low-level perf metrics, force AA -- unless that's taken care of with the perf counters extensions), we could even get an interactive in-game UI to tune all of this.

                Oh, and making it a shared library (or at least a common API) would also allow various desktop environment to expose the same tunables in their system settings panels
                Make features query-able (like: what do you support? {AA settings, Anisotropic filtering, GPU Frequency, GPU fans, GPU lights...}, etc), so that building a generic GUI around it is easy!

                All right, I might be daydreaming, but it would be nice, still.
                That would be awesome indeed!
                At least being able to turn on/off the HUD without having to restart the app.

                Originally posted by Michael View Post

                Gallium HUD is only for OpenGL... ANV Vulkan isn't changing, hence the need for this Vulkan overlay. Just like the Gallium HUD not working on RADV Vulkan.
                Won't it work with nine too?

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                • #9
                  Originally posted by geearf View Post
                  Won't it work with nine too?
                  It's gallium nine, so of course it works.

                  Comment


                  • #10
                    Nice. I recently started using AMDVLK since RADV has a major issue with Wayland and x.org 1.20 and I discovered it has some nice debug/performance metrics available as well.

                    Code:
                    cat .config/amdPalSettings.cfg
                    ShaderCacheMode,2
                    DebugOverlayEnabled,1
                    TimeGraphEnable,1
                    More info on https://github.com/GPUOpen-Drivers/AMDVLK

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