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Hows the Vulkan Backend Coming Along? - Printable Version

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Hows the Vulkan Backend Coming Along? - Abz786 - 03-20-2016 12:45 PM

Just wondering, hows the progress on the Vulkan Backed and if you will support dual source blending on Android Phones?


RE: Hows the Vulkan Backend Coming Along? - Henrik - 03-20-2016 07:32 PM

The experimental Vulkan backend has now been merged. It is very incomplete, has stability and rendering issues, and does not do buffered rendering yet, but it's a start and performance is looking very, very promising. I'm confident now that it will solidly beat OpenGL even on desktop.

Dual Source blending isn't as important for PPSSPP as it is for Dolphin, but we'll use it where it's available.


RE: Hows the Vulkan Backend Coming Along? - vsub_ - 03-20-2016 08:43 PM

What are the requirements to use it because when I switch to it and restart ppsspp,ppsspp says:

"Failed initializing graphics. Try upgrading your graphics drivers and directx 9 runtime."

I use Win7 x64 Ultimate SP1 and GTX750TI gpu and my gpu drivers are almost the latest(I use 364.43 and the latest are 364.51)


RE: Hows the Vulkan Backend Coming Along? - fivefeet8 - 03-21-2016 01:10 AM

I tried running the dev Vulkan backend on my Shield TV and it crashes the emulator. I'm running on Android Marshmallow with the latest Vulkan drivers included. The device is able to run the Nvidia Vulkan demo pretty well. Also, the display for PPSSPP gets reverse landscape once changed to the Vulkan backend. Setting the display to reverse backend in options doesn't do anything.


RE: Hows the Vulkan Backend Coming Along? - [Unknown] - 03-21-2016 02:30 AM

It doesn't work on SHIELD yet and we're not yet sure why. Although, you first need to change to C++ EGL init to even get to it initializing correctly.

We're likely doing something wrong that the validation layer isn't detecting, is my guess, but it's hard to say. We aren't using as many semaphores as one working demo I saw, but still need to try more things...

As for Windows - you need to install a driver that supports Vulkan. Right now on desktop NVIDIA, this means beta drivers.

https://developer.nvidia.com/vulkan-driver

The 750 Ti is supported. But be aware these are beta drivers and not stable ones.

-[Unknown]


RE: Hows the Vulkan Backend Coming Along? - fivefeet8 - 03-21-2016 05:30 AM

Well, I'm looking forward to testing the Vulkan backend on my Shield TV. It looks to have some great potential.


RE: Hows the Vulkan Backend Coming Along? - Henrik - 03-21-2016 08:14 AM

vsub, Actually, the latest supported NV drivers do have Vulkan support (very recent) so it should work.

I'm going to add some more detailed error reporting...


RE: Hows the Vulkan Backend Coming Along? - [Unknown] - 03-21-2016 01:47 PM

Ah, they ought to update https://developer.nvidia.com/vulkan then...

-[Unknown]


RE: Hows the Vulkan Backend Coming Along? - Henrik - 03-22-2016 02:05 PM

This page mentions that the latest driver is a WHQL (mainline) driver, but I guess they could make it clearer:

https://developer.nvidia.com/vulkan-driver


RE: Hows the Vulkan Backend Coming Along? - zxcvbad - 03-22-2016 06:03 PM

Hah, didn't know ppsspp already got Vulkan renderer, nice. I haven't yet seen DualScrBlend implemented by mobile GPU vendors, however we could cooperate to push ARM to raise it with their product management team. Won't be likely implemented in a short-term but who knows, after all they have raised buffer_storage.

Oh and I like someone to explain them why is that we need DualScrBlend, looks like they have doubts about it, pretty much the same as in the past Tongue
http://bit.ly/1RxfsLs


RE: Hows the Vulkan Backend Coming Along? - srdjan1995 - 03-22-2016 10:46 PM

@Henrik, just to report that Vulkan beckend now work on AMD GPU's, with latest builds. I don't know what was the issue and why it didn't worked for me, but now it does. Anyway, I hope soon Vulkan will work with Buffered Rendering, as some games fail to render graphics with non-buffered on Vulkan (I guess it's because Vulkan is just implemented).


RE: Hows the Vulkan Backend Coming Along? - [Unknown] - 03-22-2016 11:23 PM

zxcvbad, I suppose that we have to use EXT_shader_framebuffer_fetch there, which I tried to use in GLES, but there was some bug in it. I don't actually own a device that supports it (heh), so we just disabled it for now...

Anyway, that should theoretically allow for "dual source blending" on Mali. I assume it ought to be usable on Vulkan too, although I'm not sure how we detect support for it...

Yeah, FBOs are a bit complicated to implement, we just haven't gotten them working yet. Wanted to get drawing working first, there are lots of parts to FBOs - blitting, depal, depth copies, etc.

-[Unknown]


RE: Hows the Vulkan Backend Coming Along? - zxcvbad - 03-23-2016 11:37 AM

Unknown, there's a list of Vulkan features exposed on gpuinfo, dualScrBlend is there, I wonder if potentially it could be used for tracking extensions availability once they gets implemented. Also I've heard GFXbench 5 is going to report Vulkan, it may include a features list. I've got S7 Exynos variant so could run some code on it


RE: Hows the Vulkan Backend Coming Along? - GuilhermeGS2 - 03-23-2016 11:58 AM

So it needs a lot of work yet, right? I made some testing, was expecting a lower CPU usage, for example, but looks the same. My processor runs God of War Ghost of Sparta with 5% usage anyway. ^^ I'd like to test it on mobile phone, but mine isn't compatible, is too old.


RE: Hows the Vulkan Backend Coming Along? - zxcvbad - 03-23-2016 02:40 PM

Btw list of Vulkan features on Mali-T880 driver: http://bit.ly/1pyEHXh