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README_LAYER.md

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Layer: GPU Support

This layer is a tech support trick box that is designed to help diagnose causes of functional and performance issues in applications. It works by letting you quickly test your application with a set of API behavior overrides applied, which can help to identify likely problem areas in the application if an override causes an issue to disappear.

What devices are supported?

This layer requires Vulkan 1.1 and timeline semaphores, but it does not rely on any vendor-specific behavior.

How do I use the layer?

Prerequisites

Device setup steps:

  • Ensure your Android device is in developer mode, with adb support enabled in developer settings.
  • Ensure the Android device is connected to your development workstation, and visible to adb with an authorized debug connection.

Application setup steps:

  • Build a debuggable build of your application and install it on the Android device.

Tooling setup steps

  • Install the Android platform tools and ensure adb is on your PATH environment variable.
  • Install the Android NDK and set the ANDROID_NDK_HOME environment variable to its installation path.

Layer build

Build the Support layer for Android using the provided build script, or using equivalent manual commands, from the layer_gpu_support directory. For full instructions see the Build an Android layer and Build a Linux layer sections in the Build documentation.

Running using the layer

You can perform support experiments by using the Android helper utility found in the root directory to configure the layer and manage the application. You must enable the support layer, and provide a configuration file to parameterize it.

python3 lgl_android_install.py --layer layer_gpu_support --config <your.json>

The layer_config.json file in this directory is a template configuration file you can start from. It does not enable any overrides by default, so running the layer using this configuration "as is" will not do anything useful. Take a copy and modify it to enable the options you want to try. Details of the configuration options in each override group are document in the Behavior overrides section below.

The Android helper utility contains many other options for configuring the application under test and the capture process. For full instructions see the Running on Android documentation.

Behavior overrides

The current override groups are supported:

  • Serialization: control serialization of GPU workload scheduling to diagnose issues caused by missing queue or command stream synchronization.

Serialization

The serialization overrides allow forceful serialization of submitted workloads, ensuring that they run in queue submit order. The synchronization can be configured per workload type, allowing control over where serialization is added to command buffers and queues.

Configuration options

The configuration file allows control over specific options, as well as convenience options to force disable or enable all serialization.

  • If the none option is true then no serialization is applied, irrespective of other settings.
  • Else, if the all option is true then all serialization is applied, irrespective of other settings.
  • Else, the individual options are applied as specified.
"serialize": {
    "none": false,          // Enable no serialization options
    "all": false,           // Enable all serialization options
    "queue": false,         // Enable cross-queue serialization of submits
    "commandstream": {
        "compute": {
            "pre": false,   // Insert full barrier before dispatches
            "post": false   // Insert full barrier after dispatches
        },
        "renderpass": {
            "pre": false,   // Insert full barrier before render passes
            "post": false   // Insert full barrier after render passes
        },
        "asbuild": {
            "pre": false,   // Insert full barrier before acceleration structure builds
            "post": false   // Insert full barrier after acceleration structure builds
        },
        "tracerays": {
            "pre": false,   // Insert full barrier before trace rays
            "post": false   // Insert full barrier after trace rays
        },
        "transfer": {
            "pre": false,   // Insert full barrier before transfers
            "post": false   // Insert full barrier after transfers
        }
    }
}

Shaders and Pipelines

The shaders and pipelines overrides allow some control over how the shader compiler handles compilation tasks.

Configuration options

"shader": {
    "disable_cache": false,              // Disable use of binary caches
    "disable_relaxed_precision": false,  // Disable use of relaxed precision decoration
    "enable_spirv_fuzz": false           // Enable SPIR-V fuzzing to change binary hash
}

Framebuffers

The framebuffer overrides allows some control over how the framebuffers are allocated and handled by the driver.

  • If the disable_compression option is true then compression is always disabled, irrespective of other settings.
  • Else, if the force_default_compression option is true then all images will be forced to use default compression (i.e. stripping all application use of fixed rate compression), irrespective of the fixed rate setting.
  • Else, the force_fixed_rate_compression will be used to force fixed rate compression as close as possible (but no lower) than the specified bits per component setting. Images that do not support a fixed rate compression level that meets this bit rate requirement will be left at the original application setting.

Configuration options

"framebuffer": {
    "disable_compression": false,        // Disable all use of compression
    "force_default_compression": false,  // Force driver default compression
    "force_fixed_rate_compression": 0    // Force use of fixed rate compression as close
                                         // to this bits-per-channel as possible, but
                                         // no lower (0 = do not force)
}

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