This document contains the instructions for building this repository on Linux and Windows.
This repository does not contain a Vulkan-capable driver. Before proceeding, it is strongly recommended that you obtain a Vulkan driver from your graphics hardware vendor and install it.
Note: The sample Vulkan Intel driver for Linux (ICD) is being deprecated in favor of other driver options from Intel. This driver has been moved to the VulkanTools repo. Further instructions regarding this ICD are available there.
If you intend to contribute, the preferred work flow is for you to develop your contribution in a fork of this repo in your GitHub account and then submit a pull request. Please see the CONTRIBUTING file in this respository for more details.
To create your local git repository:
git clone https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers
The build process uses CMake to generate makefiles for this project. The build generates the loader, layers, and tests.
This repo has been built and tested on Ubuntu 14.04.3 LTS, 14.10, 15.04, 15.10, and 16.04 LTS. It should be straightforward to use it on other Linux distros.
These packages are needed to build this repository:
sudo apt-get install git cmake build-essential bison libx11-dev libxcb1-dev
Example debug build (Note that the update_external_sources script used below builds external tools into predefined locations. See LVL's Dependencies for more information and other options):
cd Vulkan-LoaderAndValidationLayers # cd to the root of the cloned git repository ./update_external_sources.sh cmake -H. -Bdbuild -DCMAKE_BUILD_TYPE=Debug cd dbuild make
If you have installed a Vulkan driver obtained from your graphics hardware vendor, the install process should have configured the driver so that the Vulkan loader can find and load it.
If you want to use the loader and layers that you have just built:
export LD_LIBRARY_PATH=<path to your repository root>/dbuild/loader export VK_LAYER_PATH=<path to your repository root>/dbuild/layers
Note that if you have installed the LunarG Vulkan SDK, you will also have the SDK version of the loader and layers installed in your default system libraries.
You can run the
vulkaninfo application to see which driver, loader and layers are being used.
LoaderAndLayerInterface document in the
loader folder in this repository is a specification that describes both how ICDs and layers should be properly packaged, and how developers can point to ICDs and layers within their builds.
The test executables can be found in the dbuild/tests directory. Some of the tests that are available:
There are also a few shell and Python scripts that run test collections (eg,
Some demos that can be found in the dbuild/demos directory are:
Windows 7+ with additional required software packages:
Before building on Windows, you may want to modify the customize section in loader/loader.rc to so as to set the version numbers and build description for your build. Doing so will set the information displayed for the Properites->Details tab of the loader vulkan-1.dll file that is built.
Build all Windows targets after installing required software and cloning the LVL repo as described above by completing the following steps in a “Developer Command Prompt for VS2013” window (Note that the update_external_sources script used below builds external tools into predefined locations. See LVL's Dependencies for more information and other options):
cd Vulkan-LoaderAndValidationLayers # cd to the root of the cloned git repository update_external_sources.bat --all build_windows_targets.bat
At this point, you can use Windows Explorer to launch Visual Studio by double-clicking on the “VULKAN.sln” file in the \build folder. Once Visual Studio comes up, you can select “Debug” or “Release” from a drop-down list. You can start a build with either the menu (Build->Build Solution), or a keyboard shortcut (Ctrl+Shift+B). As part of the build process, Python scripts will create additional Visual Studio files and projects, along with additional source files. All of these auto-generated files are under the “build” folder.
Vulkan programs must be able to find and use the vulkan-1.dll library. Make sure it is either installed in the C:\Windows\System32 folder, or the PATH environment variable includes the folder that it is located in.
To run Vulkan programs you must tell the icd loader where to find the libraries. This is described in a
LoaderAndLayerInterface document in the
loader folder in this repository. This specification describes both how ICDs and layers should be properly packaged, and how developers can point to ICDs and layers within their builds.
Install the required tools for Linux and Windows covered above, then add the following.
Tested on OSX version 10.11.4
Setup Homebrew and components
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
brew install cmake brew install python brew install python3
Use the following to ensure the Android build works.
Follow the setup steps for Linux or OSX above, then from your terminal:
cd build-android ./update_external_sources_android.sh ./android-generate.sh ndk-build
Follow the setup steps for Windows above, then from Developer Command Prompt for VS2013:
cd build-android update_external_sources_android.bat android-generate.bat ndk-build
The Qt Creator IDE can open a root CMakeList.txt as a project directly, and it provides tools within Creator to configure and generate Vulkan SDK build files for one to many targets concurrently, resolving configuration issues as needed. Alternatively, when invoking CMake use the -G Codeblocks Ninja option to generate Ninja build files to be used as project files for QtCreator
gslang and SPIRV-Tools repos are required to build and run LVL components. They are not git sub-modules of Vulkan-LoaderAndValidationLayers but Vulkan-LoaderAndValidationLayers is linked to specific revisions of gslang and spirv-tools. These can be automatically cloned and built to predefined locations with the update_external_sources scripts. If a custom configuration is required, do the following steps:
clone the repos:
checkout the correct version of each tree based on the contents of the glslang_revision and spirv-tools_revision files at the root of the Vulkan-LoaderAndValidationLayers tree (do the same anytime that Vulkan-LoaderAndValidationLayers is updated from remote)
git checkout < [path to Vulkan-LoaderAndValidationLayers]\glslang_revision [in glslang repo] git checkout < [path to Vulkan-LoaderAndValidationLayers]\spirv-tools_revision[in spriv-tools repo]
git checkout `cat [path to Vulkan-LoaderAndValidationLayers]\glslang_revision` [in glslang repo] git checkout `cat [path to Vulkan-LoaderAndValidationLayers]\spirv-tools_revision` [in spriv-tools repo]
Configure the gslang and spirv-tools source trees with cmake and build them with your IDE of choice
Enable the CUSTOM_GSLANG_BIN_PATH and CUSTOM_SPIRV_TOOLS_BIN_PATH options in the Vulkan-LoaderAndValidationLayers cmake configuration and point the GSLANG_BINARY_PATH and SPIRV_TOOLS_BINARY_PATH variables to the correct location
If building on Windows with MSVC, set DISABLE_BUILDTGT_DIR_DECORATION to On. If building on Windows, but without MSVC set DISABLE_BUILD_PATH_DECORATION to On
Cygwin for windows. Notes: