Copyright © 2015-2023 LunarG, Inc.
The Shader object
extension Layer implements the VK_EXT_shader_object
extension.
By default, it will disable itself if the underlying driver provides the extension.
The VK_EXT_shader_object
extension requires the VK_KHR_maintenance2
and VK_KHR_dynamic_rendering
extensions, this layer will not work on devices that do not implement them.
For an overview of how to configure layers, refer to the Layers Overview and Configuration document.
The Shader object Layer settings are documented in the Layer Details section below.
The Shader object Layer can also be enabled and configured using vkconfig. See the vkconfig documentation for more information.
You must add the location of the generated VK_LAYER_KHRONOS_shader_object.json
file and corresponding
VkLayer_shader_object
library to your VK_LAYER_PATH
in order for the Vulkan loader to be able
to find the layer.
Then, you must also enable the layer in one of two ways:
- Directly in your application using the layer's name during vkCreateInstance
- Indirectly by using the
VK_INSTANCE_LAYERS
environment variable.
Windows
If your source was located in: C:\my_folder\ExtensionLayer
and your build folder was build64, then you would add it to the layer path in the following way:
set VK_LAYER_PATH=C:\my_folder\ExtensionLayer\build64\layers\Debug;%VK_LAYER_PATH%
Linux/MacOS
If your source was located in: /my_folder/ExtensionLayer
and your build folder was build, then you would add it to the layer path in the following way:
export VK_LAYER_PATH=/my_folder/ExtensionLayer/build/layers:$VK_LAYER_PATH
Forcing the layer with VK_INSTANCE_LAYERS
To force the layer to be enabled for Vulkan applications, you can set the VK_INSTANCE_LAYERS
environment variable in the following way:
Windows
set VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_shader_object
Linux/MacOS
export VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_shader_object
Support
The Shader object
extension Layer has not yet been tested on Android, current functioning status is unknown.
This layer should not require your application to need any additional permissions.
At vkCreateInstance
time add the layer
// std::vector<const char *> instance_layers
instance_layers.push_back("VK_LAYER_KHRONOS_shader_object");
VkInstanceCreateInfo info;
info.enabledLayerCount = static_cast<uint32_t>(instance_layers_.size());
info.ppEnabledLayerNames = instance_layers_.data();
For this to work libVkLayer_khronos_shader_object.so
needs to be packaged inside the APK as Android will be able to read in the layer from there. One can open the APK in Android Studio to verify the binary is there. Make sure to match up the correct ABI as well (armeabi-v7a
, arm64-v8a
, etc).
This will require a debugable application or additional permissions. For more information please read the Android Developer page
Use ADB to enable the layer for your project by:
adb shell "setprop debug.vulkan.layers 'VK_LAYER_KHRONOS_shader_object'"
When done, disable the layer using:
adb shell "setprop debug.vulkan.layers ''"
If you have a setting defined in both the Settings File as well as an Environment Variable, the Environment Variable value will always override the Settings File value. This is intended to let you dynamically change settings without having to adjust the Settings File.
On Android, you must use properties to set the environment variables. The format of the properties to set takes the following form:
debug. + (lower-case environment variable with 'vk_' stripped)
The easiest way to set a property is from the ADB shell:
adb shell "setprop <property_name> '<property_value>'"
For example:
To set force enable, which on desktop uses VK_SHADER_OBJECT_FORCE_ENABLE
set the following property:
debug.shader_object_force_enable
Which you can set in the following way:
adb shell "setprop debug.shader_object_force_enable true"
The options for this layer are specified in VkLayer_khronos_shader_object.json. The details of the layer options are documented in the Shader object layer documentation.