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Vulkan хождение по терниям....

May 21st, 2023
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  1. d:\Progs\rvk\x64\Debug>rvk.exe
  2. Stage 1 - check Instance environment
  3.  
  4. available instance extensions:
  5. VK_KHR_surface
  6. VK_KHR_win32_surface
  7. VK_KHR_external_memory_capabilities
  8. VK_KHR_external_semaphore_capabilities
  9. VK_KHR_external_fence_capabilities
  10. VK_KHR_get_physical_device_properties2
  11. VK_KHR_get_surface_capabilities2
  12. VK_KHR_device_group_creation
  13. VK_EXT_swapchain_colorspace
  14. VK_EXT_debug_report
  15. VK_EXT_debug_utils
  16. VK_KHR_portability_enumeration
  17.  
  18. search 2 extensions:
  19. found - VK_KHR_surface
  20. found - VK_KHR_win32_surface
  21. ---
  22. all extensions found
  23.  
  24. available instance layers:
  25. VK_LAYER_RENDERDOC_Capture
  26. VK_LAYER_bandicam_helper
  27. VK_LAYER_OBS_HOOK
  28. VK_LAYER_RTSS
  29. VK_LAYER_LUNARG_api_dump
  30. VK_LAYER_LUNARG_gfxreconstruct
  31. VK_LAYER_KHRONOS_synchronization2
  32. VK_LAYER_KHRONOS_validation
  33. VK_LAYER_LUNARG_monitor
  34. VK_LAYER_LUNARG_screenshot
  35. VK_LAYER_KHRONOS_profiles
  36.  
  37. search 1 layer:
  38. found - VK_LAYER_KHRONOS_validation
  39. ---
  40. all layers found
  41.  
  42. Stage 2 - create Instance
  43.  
  44. created
  45.  
  46. Stage 3 - detect GPU's
  47.  
  48. amount: 1
  49.  
  50. Stage 4 - get GPU's data
  51.  
  52. gpu 1 data:
  53. - Intel(R) HD Graphics 530
  54. - integrated
  55. - geometry shader enable
  56.  
  57. Stage 5 - get best GPU index
  58.  
  59. gpu 1 - Intel(R) HD Graphics 530 - scores:
  60. - score - gpu type = 101
  61. - score - geometry shader = 1
  62. - score total = 102
  63.  
  64. best gpu is 1 - Intel(R) HD Graphics 530 - with score = 102
  65.  
  66. Stage 6 - detect queue families
  67.  
  68. queue families count: 1
  69.  
  70. queue count of queue family 1: 1
  71.  
  72. Stage 7 - info about all queue families can draw or not
  73.  
  74. 1 can draw
  75.  
  76. Stage 8 - get first queue family index, which can draw
  77.  
  78. 0
  79.  
  80. Stage 9 - check physical device extensions support
  81.  
  82. available physical device extensions:
  83. VK_EXT_full_screen_exclusive
  84. VK_KHR_swapchain
  85. VK_KHR_external_memory
  86. VK_KHR_external_memory_win32
  87. VK_EXT_external_memory_host
  88. VK_KHR_external_semaphore
  89. VK_KHR_external_semaphore_win32
  90. VK_KHR_external_fence
  91. VK_KHR_external_fence_win32
  92. VK_KHR_timeline_semaphore
  93. VK_KHR_win32_keyed_mutex
  94. VK_KHR_get_memory_requirements2
  95. VK_KHR_bind_memory2
  96. VK_KHR_dedicated_allocation
  97. VK_KHR_sampler_mirror_clamp_to_edge
  98. VK_KHR_maintenance1
  99. VK_KHR_maintenance2
  100. VK_KHR_maintenance3
  101. VK_KHR_maintenance4
  102. VK_KHR_synchronization2
  103. VK_KHR_shader_draw_parameters
  104. VK_KHR_push_descriptor
  105. VK_KHR_descriptor_update_template
  106. VK_KHR_multiview
  107. VK_KHR_shader_float16_int8
  108. VK_KHR_shader_float_controls
  109. VK_KHR_16bit_storage
  110. VK_KHR_8bit_storage
  111. VK_EXT_shader_subgroup_ballot
  112. VK_EXT_shader_subgroup_vote
  113. VK_KHR_storage_buffer_storage_class
  114. VK_KHR_variable_pointers
  115. VK_KHR_relaxed_block_layout
  116. VK_EXT_sampler_filter_minmax
  117. VK_KHR_device_group
  118. VK_EXT_ycbcr_2plane_444_formats
  119. VK_EXT_4444_formats
  120. VK_EXT_post_depth_coverage
  121. VK_EXT_shader_viewport_index_layer
  122. VK_EXT_shader_stencil_export
  123. VK_EXT_conservative_rasterization
  124. VK_EXT_sample_locations
  125. VK_KHR_draw_indirect_count
  126. VK_EXT_multi_draw
  127. VK_KHR_image_format_list
  128. VK_EXT_vertex_attribute_divisor
  129. VK_EXT_descriptor_indexing
  130. VK_EXT_inline_uniform_block
  131. VK_KHR_create_renderpass2
  132. VK_KHR_dynamic_rendering
  133. VK_KHR_swapchain_mutable_format
  134. VK_KHR_depth_stencil_resolve
  135. VK_KHR_driver_properties
  136. VK_KHR_vulkan_memory_model
  137. VK_EXT_conditional_rendering
  138. VK_EXT_hdr_metadata
  139. VK_EXT_depth_clip_enable
  140. VK_EXT_depth_clip_control
  141. VK_EXT_scalar_block_layout
  142. VK_KHR_imageless_framebuffer
  143. VK_KHR_buffer_device_address
  144. VK_EXT_buffer_device_address
  145. VK_EXT_host_query_reset
  146. VK_KHR_performance_query
  147. VK_NV_device_diagnostic_checkpoints
  148. VK_KHR_separate_depth_stencil_layouts
  149. VK_KHR_shader_clock
  150. VK_KHR_spirv_1_4
  151. VK_KHR_uniform_buffer_standard_layout
  152. VK_EXT_separate_stencil_usage
  153. VK_EXT_fragment_shader_interlock
  154. VK_EXT_index_type_uint8
  155. VK_EXT_primitive_topology_list_restart
  156. VK_KHR_shader_subgroup_extended_types
  157. VK_EXT_line_rasterization
  158. VK_EXT_memory_budget
  159. VK_EXT_memory_priority
  160. VK_EXT_texel_buffer_alignment
  161. VK_INTEL_performance_query
  162. VK_EXT_subgroup_size_control
  163. VK_EXT_shader_demote_to_helper_invocation
  164. VK_EXT_pipeline_creation_feedback
  165. VK_EXT_pipeline_creation_cache_control
  166. VK_KHR_pipeline_executable_properties
  167. VK_EXT_transform_feedback
  168. VK_EXT_provoking_vertex
  169. VK_EXT_extended_dynamic_state
  170. VK_EXT_extended_dynamic_state2
  171. VK_EXT_vertex_input_dynamic_state
  172. VK_EXT_custom_border_color
  173. VK_EXT_robustness2
  174. VK_EXT_image_robustness
  175. VK_EXT_calibrated_timestamps
  176. VK_KHR_shader_integer_dot_product
  177. VK_KHR_shader_subgroup_uniform_control_flow
  178. VK_KHR_shader_terminate_invocation
  179. VK_KHR_workgroup_memory_explicit_layout
  180. VK_EXT_shader_atomic_float
  181. VK_KHR_copy_commands2
  182. VK_KHR_shader_non_semantic_info
  183. VK_KHR_zero_initialize_workgroup_memory
  184. VK_EXT_shader_atomic_float2
  185. VK_EXT_global_priority
  186. VK_EXT_global_priority_query
  187. VK_KHR_global_priority
  188. VK_KHR_format_feature_flags2
  189. VK_EXT_color_write_enable
  190. VK_EXT_private_data
  191. VK_EXT_image_2d_view_of_3d
  192.  
  193. search 1 extension:
  194. found - VK_KHR_swapchain
  195. ---
  196. all extensions found
  197.  
  198. Stage 10 - create logical device
  199.  
  200. created
  201.  
  202. Stage 11 - create window surface
  203.  
  204. created
  205.  
  206. Stage 12 - check surface support presentation
  207.  
  208. ok
  209.  
  210. Stage 13 - get physical device surface - capabilities
  211.  
  212. ok
  213.  
  214. Stage 14 - detect surface extent
  215.  
  216. width: 800
  217. height: 600
  218.  
  219. Stage 15 - get physical device surface - formats
  220.  
  221. VK_FORMAT_B8G8R8A8_UNORM
  222. VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
  223.  
  224. VK_FORMAT_B8G8R8A8_SRGB
  225. VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
  226.  
  227. VK_FORMAT_R8G8B8A8_UNORM
  228. VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
  229.  
  230. VK_FORMAT_R8G8B8A8_SRGB
  231. VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
  232.  
  233. Stage 16 - check needed surface format
  234.  
  235. VK_FORMAT_R8G8B8A8_SRGB
  236. VK_COLOR_SPACE_SRGB_NONLINEAR_KHR
  237.  
  238. found
  239.  
  240. Stage 17 - get physical device surface - present modes
  241.  
  242. VK_PRESENT_MODE_IMMEDIATE_KHR
  243. VK_PRESENT_MODE_FIFO_KHR
  244.  
  245. Stage 18 - check needed present mode
  246.  
  247. VK_PRESENT_MODE_FIFO_KHR
  248.  
  249. found
  250.  
  251. Stage 19 - create swap chain
  252.  
  253. ok
  254.  
  255. Stage 20 - get swap chain images
  256.  
  257. count: 3
  258.  
  259. ok
  260.  
  261. Stage 21 - create swap chain image views
  262.  
  263. ok
  264.  
  265. Stage 22 - load shaders
  266.  
  267. Read file: shader1_vertex_spir_v
  268.  
  269. File size: 1504 bytes
  270.  
  271. Read file - ok
  272.  
  273. Read file: shader2_fragment_spir_v
  274.  
  275. File size: 572 bytes
  276.  
  277. Read file - ok
  278.  
  279. ok
  280.  
  281. Stage 23 - create shader modules
  282.  
  283. Create shader module: shader1_vertex_spir_v
  284.  
  285. Create shader module - ok
  286.  
  287. Create shader module: shader2_fragment_spir_v
  288.  
  289. Create shader module - ok
  290.  
  291. ok
  292.  
  293. Stage 24 - shaders code free
  294.  
  295. Shader code free: shader1_vertex_spir_v
  296.  
  297. Shader code free - ok
  298.  
  299. Shader code free: shader2_fragment_spir_v
  300.  
  301. Shader code free - ok
  302.  
  303. ok
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