nir/algebraic: Add better lowering of ldexp
[mesa.git] / README.intel-vulkan.txt
1 Intel's Open Source Vulkan Driver
2 Vulkan API Version: 1.0.2
3 SPIR-V Version: 1.0
4
5 Intro
6 =====
7 The Open Source Technology Center 3D graphics team at Intel has
8 been working on a Vulkan implementation based on the Mesa open source
9 OpenGL implementation.
10
11 The Mesa project source and our driver implementation is under the MIT
12 license [1], but is also covered by the Khronos IP framework as it
13 pertains to a specification under construction [2].
14
15 We welcome all feedback and contibutions, as long as the contributions
16 are MIT licensed and can be open sourced with the driver.
17
18 [1] https://opensource.org/licenses/MIT
19 [2] https://www.khronos.org/members/ip-framework
20
21
22 Maintainers
23 ===========
24 Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
25 Jason Ekstrand <jason.ekstrand@intel.com>
26 Chad Versace <chad.versace@intel.com>
27
28
29 Supported Hardware
30 ==================
31 - Broadwell & Sky Lake, main development focus
32 - Ivybridge
33 - Haswell
34 - Bay Trail
35 - Cherryview
36 - Broxton
37
38
39 Conformance
40 ===========
41 First-wave conformance has been submitted for Broadwell, Sky Lake, and
42 Cherryview. They all pass 100% of the mustpass tests as of January 30,
43 2016.
44
45
46 Supported OS Platforms
47 ======================
48 - Linux, tested on Fedora 22 with kernel >= 4.1
49 - X11 with DRI3
50 - Wayland
51 - Android
52 - TODO
53
54
55 Building and Installing
56 =======================
57 This driver is intended to be used directly from the build tree. Installing the
58 driver into a system location is not yet fully supported. If you require support
59 for system-wide installation, please contact a maintainer.
60
61 Throughout the instructions, MESA_TOP refers to the top of the Mesa repository.
62
63 First, install the usual dependencies needed to build Mesa.
64
65 Fedora:
66 $ sudo yum builddep mesa
67 Ubunutu:
68 $ FINISHME
69
70 Next, configure and build. The below commands will build Mesa in release mode.
71 If you wish to build Mesa in debug mode, add option '--enable-debug' to the
72 configure command.
73
74 $ cd $MESA_TOP
75 $ autoreconf -vfi
76 $ ./configure --with-dri-drivers=i965 --with-gallium-drivers=
77 $ make
78
79 To use the driver's libvulkan.so directly, without LunarG's loader, you must set
80 an environment variable before running your Vulkan application:
81
82 $ export LD_LIBRARY_PATH="$MESA_TOP/lib"
83 $ your-vk-app
84
85 Alternatively, to use the driver with LunarG's loader:
86
87 $ export VK_ICD_FILENAMES="$MESA_TOP/src/vulkan/anv_icd.json"
88 $ your-vk-app
89
90
91 File Structure and Naming
92 =========================
93 The core code of Intel's Mesa Vulkan driver lives in src/vulkan. Files prefixed
94 with "gen8" support Broadwell; files prefixed with "gen7" support Ivybridge;
95 files prefixed with "anv" are common to all hardware generations.
96
97 Mesa is an umbrella open source project containing many drivers for multiple
98 APIs. The codename for Intel's Mesa Vulkan driver is "Anvil", hence the filename
99 prefix "anv".
100
101
102 Feature Status
103 ==============
104 The driver is still a work-in-progress. We do our best to keep the below list of
105 features up-to-date.
106
107 Supported Features:
108 - Index buffers, instanced draw, indirect draw
109 - Nested command buffers
110 - Consumes SPIR-V (no GLSL "backdoor")
111 - Fragment, vertex, geometry, and compute shaders
112 - Uniform buffers, sampled images, dynamic uniform buffers
113 - Shader storage buffers
114 - Push constants
115 - Color, depth and stencil attachments
116 - 1D, 2D, 3D textures, texture arrays
117 - Memory barrier
118 - Optionally integrates with LunarGs loader
119 - WSI extension for X11
120 - Fences
121 - Most copy/blit commands for color and depth buffers,
122 vkCmdCopyImageToBuffer for stencil buffers
123 - Occlution query and timestamps
124 - VkkSemaphore and VkEvent
125 - Shader specialization
126 - Storage images
127 - MSAA
128
129 Unsupported Features:
130 - Tesselation shaders
131 - Push constants in GS and VS on HSW and prior
132 - Sparse resources
133 - Input attachments