blob: 1a7d83246d01cfa60ddcae893895d9ba1d65c6f5 [file] [log] [blame]
page.title=Vulkan Validation Layers on Android
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#ilp">Add Validation Layers to Project</a></li>
<li><a href="#gls">Getting Layer Source</a></li>
<li><a href="#verifying">Verifying Layer Build</a></li>
<li><a href="#enabling">Enabling Layers</a></li>
<li><a href="#debug">Enabling the Debug Callback</a></li>
</ol>
</div>
</div>
<p>
Most explicit graphics APIs do not perform error-checking, because doing so can result in a
performance penalty. Vulkan provides error-checking in a manner that lets you use this feature at
development time, but exclude it from the release build of your app, thus avoiding the penalty when
it matters most. You do this by enabling <em>validation layers</em>. Validation layers intercept
or hook Vulkan entry points for various debug and validation purposes.
</p>
<p>
Each validation layer can contain definitions for one or more of these entry points, and
intercepts the entry points for which it contains definitions. When a validation
layer does not define an entry point, the system passes the entry point on to the next
layer. Ultimately, an entry point not defined in any layer reaches the driver, the
base level, unvalidated.
</p>
<p>
The Android SDK, NDK, and Vulkan samples include Vulkan validation layers for
use during development. You can hook these validation layers into the graphics stack, allowing
them to report validation issues. This instrumentation allows you to catch and fix misuses
during development.
</p>
<p>
This page explains how to:
<ul>
<li>Integrate NDK's Layer Binaries.</li>
<li>Get source code for validation layers.</li>
<li>Verifying Layer Build.</li>
<li>Enabling Layers in Vulkan Application.</li>
</ul>
</p>
<h2 id="ilp">Add Validation Layers to Project</h2>
<p>
NDK release 12 and higher includes pre-built validation layer binaries. At
instance and device creation time, when requested by your application, the
Vulkan loader finds them in the APK installed location and loads them.
</p>
<p>
To use the pre-built validation layer binaries, either modify the gradle build
configuration of your project or manually add the binaries into the JNI
libraries directory of your project.
</p>
<h3 id="vl-gradle">Adding validation layers with Gradle</h3>
<p>
You can add the validation layer your project using either Andorid Studio's
support for CMake and Ndk-build, or using Studio's experimental plugin for
Gradle. In general, you should use the CMake and Ndk-build configuration.
</p>
<p>
To add the libraries using Android Studio's support for CMake/Ndk-build,
add the following to your project's gradle configuration:
</p>
<pre class="no-pretty-print">
sourceSets {
main {
jniLibs {
srcDir "${your-ndk-dir}/sources/third_party/vulkan/src/build-android/jniLibs"
}
}
}</pre>
<p>
To add the libraries using Android Studio's experimental plugin for Gradle,
add the following to your project's gradle configuration:
</p>
<pre class="no-pretty-print">
sources {
main {
jniLibs {
source.srcDir "${your-ndk-dir}/sources/third_party/vulkan/src/build-android/jniLibs"
}
}
}</pre>
<h3 id="vl-jni-lib">Adding validation layers to JNI libraries</h3>
<p>
If configuring your project's gradle build file is not working, you can
manually add the validation layer binaries to your project's JNI libraries
directory by using the following command line options:
</p>
<pre class="no-pretty-print">
$ cd ${your-app-project-root}
$ mkdir -p app/src/main
$ cp -fr ${your-ndk-dir}/sources/third_party/vulkan/src/build-android/jniLibs app/src/main/
</pre>
<h2 id="gls">Getting Layer Source</h2>
<p>
If your app needs the latest validation layer, you can pull the latest source from the Khronos Group
<a class="external-link" href="https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers">
GitHub repository</a> and follow the build instructions there.
</p>
<h2 id="verifying">Verifying Layer Build</h2>
<p>
Regardless of whether you build with NDK's prebuilt layers or you build from the latest source code,
the build process produces final file structure like the following:
</p>
<pre class="no-pretty-print">
src/main/jniLibs/
arm64-v8a/
libVkLayer_core_validation.so
libVkLayer_device_limits.so
libVkLayer_image.so
libVkLayer_object_tracker.so
libVkLayer_parameter_validation.so
libVkLayer_swapchain.so
libVkLayer_threading.so
libVkLayer_unique_objects.so
armeabi-v7a/
libVkLayer_core_validation.so
...
</pre>
<p>
The following example shows how to verify that your APK contains the validation layers
as expected:
</p>
<pre class="no-pretty-print">
$ jar -xvf project.apk
...
inflated: lib/arm64-v8a/libVkLayer_threading.so
inflated: lib/arm64-v8a/libVkLayer_object_tracker.so
inflated: lib/arm64-v8a/libVkLayer_swapchain.so
inflated: lib/arm64-v8a/libVkLayer_unique_objects.so
inflated: lib/arm64-v8a/libVkLayer_parameter_validation.so
inflated: lib/arm64-v8a/libVkLayer_image.so
inflated: lib/arm64-v8a/libVkLayer_core_validation.so
inflated: lib/arm64-v8a/libVkLayer_device_limits.so
...
</pre>
<h2 id="enabling">Enabling Layers</h2>
<p>The Vulkan API allows an app to enable both instance layers and device layers.</p>
<h3>Instance layers</h3>
<p>
A layer that can intercept Vulkan instance-level entry points is called an instance layer.
Instance-level entry points are those with {@code VkInstance} or {@code VkPhysicalDevice}
as the first parameter.
</p>
<p>
You can call {@code vkEnumerateInstanceLayerProperties()} to list the available instance layers
and their properties. The system enables instance layers when {@code vkCreateInstace()} executes.
</p>
<p>
The following code snippet shows how an app can use the Vulkan API to programmatically enable and
query an instance layer:
</p>
<pre>
// Get instance layer count using null pointer as last parameter
uint32_t instance_layer_present_count = 0;
vkEnumerateInstanceLayerProperties(&instance_layer_present_count, nullptr);
// Enumerate instance layers with valid pointer in last parameter
VkLayerProperties* layer_props =
(VkLayerProperties*)malloc(instance_layer_present_count * sizeof(VkLayerProperties));
vkEnumerateInstanceLayerProperties(&instance_layer_present_count, layer_props));
// Make sure the desired instance validation layers are available
// NOTE: These are not listed in an arbitrary order. Threading must be
// first, and unique_objects must be last. This is the order they
// will be inserted by the loader.
const char *instance_layers[] = {
"VK_LAYER_GOOGLE_threading",
"VK_LAYER_LUNARG_parameter_validation",
"VK_LAYER_LUNARG_object_tracker",
"VK_LAYER_LUNARG_core_validation",
"VK_LAYER_LUNARG_device_limits",
"VK_LAYER_LUNARG_image",
"VK_LAYER_LUNARG_swapchain",
"VK_LAYER_GOOGLE_unique_objects"
};
uint32_t instance_layer_request_count =
sizeof(instance_layers) / sizeof(instance_layers[0]);
for (uint32_t i = 0; i < instance_layer_request_count; i++) {
bool found = false;
for (uint32_t j = 0; j < instance_layer_present_count; j++) {
if (strcmp(instance_layers[i], layer_props[j].layerName) == 0) {
found = true;
}
}
if (!found) {
error();
}
}
// Pass desired instance layers into vkCreateInstance
VkInstanceCreateInfo instance_info = {};
instance_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
instance_info.enabledLayerCount = instance_layer_request_count;
instance_info.ppEnabledLayerNames = instance_layers;
...
</pre>
<h3>Device layers</h3>
<p>
A layer that can intercept device-level entry points is called a device layer. Device-level entry
points are those whose first parameter is {@code VkDevice}, {@code VkCommandBuffer},
or {@code VkQueue}. The list of
device layers to enable is included in the {@code ppEnabledLayerNames} field of the
{@code VkDeviceCreateInfo}
struct that the app passes into {@code vkCreateDevice()}.
</p>
<p>
You can call {@code vkEnumerateDeviceLayerProperties} to list the available layers
and their properties. The system enables device layers when it calls {@code vkCreateDevice()}.
</p>
<p>
The following code snippet shows how an app can use the Vulkan API to programmatically enable a
device layer.
</p>
<pre>
// Get device layer count using null as last parameter
uint32_t device_layer_present_count = 0;
vkEnumerateDeviceLayerProperties(&device_layer_present_count, nullptr);
// Enumerate device layers with valid pointer in last parameter
VkLayerProperties* layer_props =
(VkLayerProperties *)malloc(device_layer_present_count * sizeof(VkLayerProperties));
vkEnumerateDeviceLayerProperties(physical_device, device_layer_present_count, layer_props));
// Make sure the desired device validation layers are available
// Ensure threading is first and unique_objects is last!
const char *device_layers[] = {
"VK_LAYER_GOOGLE_threading",
"VK_LAYER_LUNARG_parameter_validation",
"VK_LAYER_LUNARG_object_tracker",
"VK_LAYER_LUNARG_core_validation",
"VK_LAYER_LUNARG_device_limits",
"VK_LAYER_LUNARG_image",
"VK_LAYER_LUNARG_swapchain",
"VK_LAYER_GOOGLE_unique_objects"
};
uint32_t device_layer_request_count =
sizeof(device_layers) / sizeof(device_layers[0]);
for (uint32_t i = 0; i < device_layer_request_count; i++) {
bool found = false;
for (uint32_t j = 0; j < device_layer_present_count; j++) {
if (strcmp(device_layers[i],
layer_props[j].layerName) == 0) {
found = true;
}
}
if (!found) {
error();
}
}
// Pass desired device layers into vkCreateDevice
VkDeviceCreateInfo device_info = {};
device_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
device_info.enabledLayerCount = device_layer_request_count;
device_info.ppEnabledLayerNames = device_layers;
...
</pre>
<h2 id="debug">Enabling the Debug Callback</h2>
<p>
The Debug Report extension {@code VK_EXT_debug_report} allows your application to control
layer behavior when an event occurs.</p>
<p>
Before using this extension, you must first make sure that the platform supports it.
The following example shows how to check for debug extension support and
register a callback if the extension is supported.
</p>
<pre>
// Get the instance extension count
uint32_t inst_ext_count = 0;
vkEnumerateInstanceExtensionProperties(nullptr, &inst_ext_count, nullptr);
// Enumerate the instance extensions
VkExtensionProperties* inst_exts =
(VkExtensionProperties *)malloc(inst_ext_count * sizeof(VkExtensionProperties));
vkEnumerateInstanceExtensionProperties(nullptr, &inst_ext_count, inst_exts);
const char * enabled_inst_exts[16] = {};
uint32_t enabled_inst_ext_count = 0;
// Make sure the debug report extension is available
for (uint32_t i = 0; i < inst_ext_count; i++) {
if (strcmp(inst_exts[i].extensionName,
VK_EXT_DEBUG_REPORT_EXTENSION_NAME) == 0) {
enabled_inst_exts[enabled_inst_ext_count++] =
VK_EXT_DEBUG_REPORT_EXTENSION_NAME;
}
}
if (enabled_inst_ext_count == 0)
return;
// Pass the instance extensions into vkCreateInstance
VkInstanceCreateInfo instance_info = {};
instance_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
instance_info.enabledExtensionCount = enabled_inst_ext_count;
instance_info.ppEnabledExtensionNames = enabled_inst_exts;
PFN_vkCreateDebugReportCallbackEXT vkCreateDebugReportCallbackEXT;
PFN_vkDestroyDebugReportCallbackEXT vkDestroyDebugReportCallbackEXT;
vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)
vkGetInstanceProcAddr(instance, "vkCreateDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)
vkGetInstanceProcAddr(instance, "vkDestroyDebugReportCallbackEXT");
assert(vkCreateDebugReportCallbackEXT);
assert(vkDestroyDebugReportCallbackEXT);
// Create the debug callback with desired settings
VkDebugReportCallbackEXT debugReportCallback;
if (vkCreateDebugReportCallbackEXT) {
VkDebugReportCallbackCreateInfoEXT debugReportCallbackCreateInfo;
debugReportCallbackCreateInfo.sType =
VK_STRUCTURE_TYPE_DEBUG_REPORT_CREATE_INFO_EXT;
debugReportCallbackCreateInfo.pNext = NULL;
debugReportCallbackCreateInfo.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT |
VK_DEBUG_REPORT_WARNING_BIT_EXT |
VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debugReportCallbackCreateInfo.pfnCallback = DebugReportCallback;
debugReportCallbackCreateInfo.pUserData = NULL;
vkCreateDebugReportCallbackEXT(instance, &debugReportCallbackCreateInfo,
nullptr, &debugReportCallback);
}
// Later, when shutting down Vulkan, call the following
if (vkDestroyDebugReportCallbackEXT) {
vkDestroyDebugReportCallbackEXT(instance, debugReportCallback, nullptr);
}
</pre>
<p>
Once your app has registered and enabled the debug callback, the system routes debugging
messages to a callback that you register. An example of such a callback appears below:
</p>
<pre>
#include &lt;android/log.h&gt;
static VKAPI_ATTR VkBool32 VKAPI_CALL DebugReportCallback(
VkDebugReportFlagsEXT msgFlags,
VkDebugReportObjectTypeEXT objType,
uint64_t srcObject, size_t location,
int32_t msgCode, const char * pLayerPrefix,
const char * pMsg, void * pUserData )
{
if (msgFlags & VK_DEBUG_REPORT_ERROR_BIT_EXT) {
__android_log_print(ANDROID_LOG_ERROR,
"AppName",
"ERROR: [%s] Code %i : %s",
pLayerPrefix, msgCode, pMsg);
} else if (msgFlags & VK_DEBUG_REPORT_WARNING_BIT_EXT) {
__android_log_print(ANDROID_LOG_WARN,
"AppName",
"WARNING: [%s] Code %i : %s",
pLayerPrefix, msgCode, pMsg);
} else if (msgFlags & VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT) {
__android_log_print(ANDROID_LOG_WARN,
"AppName",
"PERFORMANCE WARNING: [%s] Code %i : %s",
pLayerPrefix, msgCode, pMsg);
} else if (msgFlags & VK_DEBUG_REPORT_INFORMATION_BIT_EXT) {
__android_log_print(ANDROID_LOG_INFO,
"AppName", "INFO: [%s] Code %i : %s",
pLayerPrefix, msgCode, pMsg);
} else if (msgFlags & VK_DEBUG_REPORT_DEBUG_BIT_EXT) {
__android_log_print(ANDROID_LOG_VERBOSE,
"AppName", "DEBUG: [%s] Code %i : %s",
pLayerPrefix, msgCode, pMsg);
}
// Returning false tells the layer not to stop when the event occurs, so
// they see the same behavior with and without validation layers enabled.
return VK_FALSE;
}
</pre>