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
VkPhysicalDeviceLimits
:maxClipDistances
≥ 6
- Instance extensions:
- Device extensions:
OpenGL 3.0¶
For OpenGL 3.0 support, the following additional device extensions are required to be exposed and fully supported:
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.
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 FreeNode and say hi!