Intel's Open Source Vulkan Driver
-Vulkan API Version: 0.170.2
+Vulkan API Version: 1.0.2
+SPIR-V Version: 1.0
Intro
=====
The Open Source Technology Center 3D graphics team at Intel has
been working on a Vulkan implementation based on the Mesa open source
-OpenGL implementation. At this point we're ready to share what we have
-with our Khronos friends, in the hope that an early preview will be
-useful.
-
-When the Vulkan specification goes public, we will continue the work
-in the Mesa public git repository, but in the interim we will share
-our progress on the 'vulkan' branch in the 'mesa' repository in
-Khronos gitlab.
+OpenGL implementation.
The Mesa project source and our driver implementation is under the MIT
license [1], but is also covered by the Khronos IP framework as it
Supported Hardware
==================
-- Broadwell, main development focus
-- Ivybridge, early experimental support
+- Broadwell & Sky Lake, main development focus
+- Ivybridge
+- Haswell
+- Bay Trail
+- Cherryview
+- Broxton
+
+
+Conformance
+===========
+First-wave conformance has been submitted for Broadwell, Sky Lake, and
+Cherryview. They all pass 100% of the mustpass tests as of January 30,
+2016.
Supported OS Platforms
- Index buffers, instanced draw, indirect draw
- Nested command buffers
- Consumes SPIR-V (no GLSL "backdoor")
- - Fragment and vertex shaders
+ - Fragment, vertex, geometry, and compute shaders
- Uniform buffers, sampled images, dynamic uniform buffers
- - Push constants (to the extent they're supported by SPIR-V v32)
+ - Shader storage buffers
+ - Push constants
- Color, depth and stencil attachments
- 1D, 2D, 3D textures, texture arrays
- Memory barrier
- Most copy/blit commands for color and depth buffers,
vkCmdCopyImageToBuffer for stencil buffers
- Occlution query and timestamps
+ - VkkSemaphore and VkEvent
+ - Shader specialization
+ - Storage images
+ - MSAA
Unsupported Features:
- - Shader storage buffers
- - Shader specialization
- - Storage images
- - Compute, tesselation, geometry stages
+ - Tesselation shaders
+ - Push constants in GS and VS on HSW and prior
- Sparse resources
- - MSAA
- - VkkSemaphore and VkEvent
- - vkCmdClear commands
- Input attachments