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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

  • mcoffin
    replied
    Originally posted by Brisse View Post
    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
    Have you actually gotten this to work? I don't see any overlay with these settings. I'm using AMDVLK 2019.Q3.2, with a wayland compositor (Sway).

    Do these only work for fullscreen applications? I can't make it work either way (either fullscreen or windowed). Is there a layer I have to enable for it or something?

    Leave a comment:


  • Jennifer444
    replied
    That would be cool as turning on/off HUD,without restarting app would be possible.And the one who is asking that it will work with gallium 9 or not,yes it will definitely work.I hope this feedback helps.

    Leave a comment:


  • chinoto
    replied
    geearf, the default* OpenGL driver for Intel is not based on Gallium, thus won't work with Gallium Nine, let alone the Gallium HUD. If you wanted to use Intel's Vulkan HUD, you would have to run Wine** games through VK9, DXVK, or VKD3D (translates Direct3D to Vulkan) so that you are running a "Vulkan program".

    *LunarG developed some Gallium based Intel drivers a long time ago, but I don't think they got much use. There was news of Intel developing a Gallium based driver called Iris back in August. https://www.phoronix.com/scan.php?pa...l-Iris-Gallium
    **Wine is the only user of Gallium Nine that I'm aware of.

    Leave a comment:


  • Brisse
    replied
    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

    Leave a comment:


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

    Leave a comment:


  • geearf
    replied
    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?

    Leave a comment:


  • boxie
    replied
    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

    Leave a comment:


  • shmerl
    replied
    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.

    Leave a comment:


  • Haxk20
    replied
    This is indeed nice looking.

    Leave a comment:

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