commit | 8bef8ee56e2acc604bf28332a6b536233ee132e5 | [log] [tgz] |
---|---|---|
author | Tony Barbour <tony@LunarG.com> | Fri May 22 09:44:58 2015 -0600 |
committer | Tony Barbour <tony@LunarG.com> | Tue Jun 02 14:40:18 2015 -0600 |
tree | fca6be6190559cb3636d292b168102b7f64fe9b2 | |
parent | 43cdc9557a9fd39cc3ce08259def0827dad9cf91 [diff] |
tests: Clean up some MSVC++ compiler warnings Known issues running tests on Windows: - Compiler warnings from gtest that we haven’t spent the time to figure out - Tests don’t run in place - you need to have them in the same directory with vulkan.dll, gtest.dll, and if MSVC++ is not installed, the MSVC++ runtime dlls. If you want to use the --compare-images option to vk_render_tests, you will need the “golden” folder with golden images. - vk_layer_validation_tests will fail unless you specify VK_LAYER_NAMES as Validation in the registry or environment. You will also need to specify VK_LAYERS_PATH to point to the layer dlls. The mismatched type validation test will fail regardless as the check it is testing for did not make it into the SDK branch - Known issue of parameter checker for CreateDepthStencilView expecting msaaResolveSubresource to be valid even if msaa isn’t active - Problem with runtime assert or hang in shader tracker - for now just remove the shader checker files from your VK_LAYERS_PATH location.
Version 0.8, 04 Feb 2015
This project provides open source tools for VK Developers.
VK is an Explicit API, enabling direct control over how GPUs actually work. No validation, shader recompilation, memory management or synchronization is done inside an VK driver. Applications have full control and responsibility. Any errors in how VK is used are likely to result in a crash. This project provides layered utility libraries to ease development and help guide developers to proven safe patterns.
New with VK in an extensible layered architecture that enables significant innovation in tools:
The components here are being shared with the Khronos community to provide insights into the specification as we approach an alpha header, and to assists those doing demos for GDC.
The following components are available:
VK Library and header files, which include:
Core Validation Layers
BUILD.md includes directions for building all the components, running the validation tests and running the demo applications.
Information on how to enable the various Debug and Validation layers is in layers/README.md.
This version of the components are written based on the following preliminary specs and proposals:
This work is intended to be released as open source under a BSD-style license once the VK specification is public. Until that time, this work is covered by the Khronos NDA governing the details of the VK API.
While this project is being developed by LunarG, Inc; there are many other companies and individuals making this possible: Valve Software, funding project development; Intel Corporation, providing full hardware specifications and valuable technical feedback; AMD, providing VK spec editor contributions; ARM, contributing a Chairman for this working group within Khronos; Nvidia, providing an initial co-editor for the spec; Qualcomm for picking up the co-editor's chair; and Khronos, for providing hosting within GitHub.
If you have questions or comments about this driver; or you would like to contribute directly to this effort, please contact us at VK@LunarG.com; or if you prefer, via the GL Common mailing list: gl_common@khronos.org