Zink¶
Overview¶
The Zink driver is a Gallium driver that emits Vulkan API calls instead of targeting a specific GPU architecture. This can be used to get full desktop OpenGL support on devices that only support Vulkan.
Features¶
The feature-level of Zink depends on two things; what’s implemented in Zink, as well as the features of the Vulkan driver.
OpenGL 2.1¶
OpenGL 2.1 is the minimum version Zink can support, and will always be exposed, given Vulkan support. There’s a few features that are required for correct behavior, but not all of these are validated; instead you’ll see rendering-issues and likely validation error, or even crashes.
Here’s a list of those requirements:
Vulkan 1.0
VkPhysicalDeviceFeatures
:logicOp
fillModeNonSolid
wideLines
largePoints
alphaToOne
shaderClipDistance
Device extensions:
VK_EXT_line_rasterization, with the following
VkPhysicalDeviceLineRasterizationFeaturesEXT
:rectangularLines
bresenhamLines
smoothLines
stippledRectangularLines
stippledBresenhamLines
stippledSmoothLines
In addition to this, VK_KHR_external_memory is required to support the DRI code-path.
We also require either the VK_EXT_scalar_block_layout extension or
Vulkan 1.2, with the scalarBlockLayout
feature.
OpenGL 3.0¶
For OpenGL 3.0 support, the following additional requirements needs to be supported:
VkPhysicalDeviceFeatures
:independentBlend
Device extensions:
OpenGL 3.1¶
For OpenGL 3.1 support, the following additional VkPhysicalDeviceLimits
are required:
maxPerStageDescriptorSamplers
≥ 16
OpenGL 3.2¶
For OpenGL 3.2 support, the following additional VkPhysicalDeviceFeatures
are required to be supported, although some of these might not actually get
verified:
depthClamp
geometryShader
shaderTessellationAndGeometryPointSize
OpenGL 3.3¶
For OpenGL 3.3 support, the following additional requirements needs to be supported, although some of these might not actually get verified:
VkPhysicalDeviceFeatures
:occlusionQueryPrecise
Device extensions:
OpenGL 4.0¶
For OpenGL 4.0 support, the following additional requirements needs to be supported:
VkPhysicalDeviceFeatures
:sampleRateShading
tessellationShader
imageCubeArray
Device extensions:
Formats requiring
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
:VK_FORMAT_R32G32B32_SFLOAT
VK_FORMAT_R32G32B32_SINT
VK_FORMAT_R32G32B32_UINT
OpenGL 4.1¶
For OpenGL 4.1 support, the following additional VkPhysicalDeviceLimits
are required:
maxImageDimension2D
≥ 16384maxViewports
≥ 16
OpenGL 4.2¶
For OpenGL 4.2 support, the following additional requirements needs to be supported:
VkPhysicalDeviceLimits
:shaderStorageImageExtendedFormats
shaderStorageImageWriteWithoutFormat
For Vulkan 1.2 and above:
VkPhysicalDeviceVulkan11Features
:shaderDrawParameters
vertexPipelineStoresAndAtomics
fragmentStoresAndAtomics
textureCompressionBC
For Vulkan 1.1 and below:
Device extensions:
Formats requiring
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
:VK_FORMAT_BC7_UNORM_BLOCK
VK_FORMAT_BC7_SRGB_BLOCK
VK_FORMAT_BC6H_SFLOAT_BLOCK
VK_FORMAT_BC6H_UFLOAT_BLOCK
OpenGL 4.3¶
For OpenGL 4.3 support, the following additional requirements needs to be supported:
VkPhysicalDeviceFeatures
:robustBufferAccess
multiViewport
Formats requiring
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
:VK_FORMAT_R8G8B8A8_UNORM
VK_FORMAT_R8G8B8A8_SRGB
VK_FORMAT_R16_UNORM
VK_FORMAT_R16G16_UNORM
VK_FORMAT_R16_SNORM
VK_FORMAT_R16G16_SNORM
VK_FORMAT_D32_SFLOAT_S8_UINT
OpenGL 4.4¶
For OpenGL 4.4 support, the following additional requirements needs to be supported:
Formats requiring
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
:VK_FORMAT_B10G11R11_UFLOAT_PACK32
Device extensions:
OpenGL 4.5¶
For OpenGL 4.5 support, the following additional VkPhysicalDeviceFeatures
are required to be supported
shaderCullDistance
OpenGL 4.6¶
For OpenGL 4.6 support, the following additional VkPhysicalDeviceFeatures
are required to be supported
VkPhysicalDeviceFeatures
:samplerAnisotropy
pipelineStatisticsQuery
depthBiasClamp
Device extensions:
Performance¶
If you notice poor performance and high CPU usage while running an application, changing the descriptor manager may improve performance:
-
ZINK_DESCRIPTORS
Type: mode, Default: "auto"¶
auto
Automatically detect best mode. This is the default.
lazy
Disable caching and attempt to use the least amount of CPU.
nofallback
Always use caching to try reducing GPU churn.
notemplates
The same as auto, but disables the use of VK_KHR_descriptor_templates.
Debugging¶
There’s a few tools that are useful for debugging Zink, like this environment variable:
-
ZINK_DEBUG
Type: flags, Default: ""¶
nir
Print the NIR form of all shaders to stderr.
spirv
Write the binary SPIR-V form of all compiled shaders to a file in the current directory, and print a message with the filename to stderr.
tgsi
Print the TGSI form of TGSI shaders to stderr.
validation
Dump Validation layer output.
Vulkan Validation Layers¶
Another useful tool for debugging is the Vulkan Validation Layers.
The validation layers effectively insert extra checking between Zink and the
Vulkan driver, pointing out incorrect usage of the Vulkan API. The layers can
be enabled by setting the environment variable VK_INSTANCE_LAYERS
to
“VK_LAYER_KHRONOS_validation”. You can read more about the Validation Layers
in the link above.
IRC¶
In order to make things a bit easier to follow, we have decided to create our own IRC channel. If you’re interested in contributing, or have any technical questions, don’t hesitate to visit #zink on OFTC and say hi!