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# Generic Vulkan Development Environment Setup and Troubleshooting
[Vulkan](https://www.khronos.org/vulkan/) is a new generation graphics and
compute API that provides high-efficiency, cross-platform access to modern GPUs
used in a wide variety of devices from PCs and consoles to mobile phones and
embedded platforms.
This page lists steps and tips for setting up and trouble shooting a Vulkan
development environment. The information here is meant to be generic.
## Vulkan architecture
Vulkan adopts a layered architecture, which aims to better support extensiblity.
There are four components involved in this architecture:
* The Vulkan Application
* [The Vulkan Loader][VulkanLoader]
* [Vulkan Layers][VulkanLayer]
* [Installable Client Drivers (ICDs)][VulkanICD]
![High Level View of Loader][VulkanArchPicture]
The Vulkan loader sits between the Vulkan application, which calls Vulkan APIs,
and the ICDs, which implements these Vulkan APIs. Vulkan layers agument the
Vulkan system to provide optional features like validation and debugging. The
Vulkan loader composes a chain of requested layers, which processes the Vulkan
application's API calls one by one, and finally redirects the API calls made by
the Vulkan application to one or more ICDs.
It's highly recommned to read the
[Architecture of the Vulkan Loader Interfaces Overview][VulkanArchOverview] to
get a general understanding of what these components are and how they interact
with one another.
## Vulkan development environment setup
### Windows
You need to install the [Vulkan SDK][VulkanSDK] from LunarG to get the Vulkan
loader.
Typically the Vulkan SDK will be installed at `C:\VulkanSDK\<version>\` and
there will be an environment variable `VULKAN_SDK` pointing to it. You can run
the `vulkancube` executable under the `Bin\` subdirectory of the Vulkan SDK to
make sure everything works properly. If not, you probably need to check whether
the graphics card is Vulkan capable or update the driver.
### Debian/Ubuntu
The following packages should be installed for a proper Vulkan runtime to test
the runtime functions properly:
* [libvulkan1][PackageLibVulkan1] for the Vulkan loader `libvulkan.so`.
* [AMD] [mesa-vulkan-drivers][PackageMesaVulkan] for Mesa AMD Vulkan ICD.
* [NVIDIA] [nvidia-vulkan-icd][PackageNvidiaVulkan] for NVIDIA Vulkan ICD.
The above packages provide the Vulkan loader and ICDs. With them an Vulkan
application should be able to run. You may additionally want to install
* [vulkan-tools][PackageVulkanTools] for command-line tools like `vulkaninfo`
(dumping available ICDs and their capabilities) and GUI application like
`vulkancube` (rendering a rotating cube).
In order to develop Vulkan applications, you additionally need the following
packages:
* [libvulkan-dev][PackageVulkanDev] for various Vulkan header files.
* [vulkan-validationlayers][PackageVulkanValidation] for Vulkan validation
layers like `VkLayer_standard_validation`.
### Linux
For other Linux distros, please consult the corresponding package management
tools for the packages needed. (And please feel free to update this doc
regarding them.)
You can also download and install the [Vulkan SDK][VulkanSDK] from LunarG. It
packages the loader with many useful layers and other shader tools. The source
code of the SDK component projects are included, allowing you to recompile the
artifacts if needed.
You can also build the Vulkan SDK component projects like
[Vulkan-Loader][VulkanLoaderSource] and
[Vulkan-ValidationLayers][VulkanValidationLayersSource] from source. But note
that building these components separately you need to make sure they are
consistent with one another (e.g., using the same version of Vulkan headers) to
function together.
If you have multiple versions of Vulkan loaders exist, you may also need to set
`LD_LIBRARY_PATH` and `LD_PRELOAD` to load the desired version of the loader.
For example:
```shell
LD_LIBRARY_PATH={PATH_TO_VULKAN_SDK}/x86_64/lib/
LD_PRELOAD=libvulkan.so.1
```
This can also be done by sourcing the proper `setup-env.sh` from one of the
downloaded Vulkan SDKs.
### Android
Please make sure your Android device is Vulkan capable. Vulkan is supported on
Android since 7, but we track newer Android versions (10+) closely and haven't
set a clear min version yet.
#### Troubleshooting Vulkan function `vkCreateInstance` not available
Since Android 8 Oreo, Android re-architected the OS framework with
[project Treble](https://source.android.com/devices/architecture#hidl).
Framework libraries and
[vendor libraries](https://source.android.com/devices/architecture/vndk) have a
more strict and clear separation. Their dependencies are carefully scrutinized
and only selected cases are allowed. This is enforced with
[linker namespaces](https://source.android.com/devices/architecture/vndk/linker-namespace).
`/data/local/tmp` is the preferred directory for automating native binary tests
built using NDK toolchain. They should be allowed to access libraries like
`libvulkan.so` for their functionality. However, there was an issue with fully
treblized Android 10 where `/data/local/tmp` did not have access to the linker
namespaces needed by `libvulkan.so`. This should be
[fixed](https://android.googlesource.com/platform/system/linkerconfig/+/296da5b1eb88a3527ee76352c2d987f82f3252eb)
now. But as typically in the Android system, it takes a long time to see the fix
getting propagated, if ever.
A known workaround is to symlink the vendor Vulkan implementation under
`/vendor/lib[64]` as `libvulkan.so` under `/data/local/tmp` and use
`LD_LIBRARY_PATH=/data/local/tmp` when invoking IREE executables.
For Qualcomm Adreno GPUs, the vendor Vulkan implementation is at
`/vendor/lib[64]/hw/vulkan.*.so`. So for example for Snapdragon 865:
```shell
adb shell ln -s /vendor/lib64/hw/vulkan.kona.so /data/local/tmp/libvulkan.so
```
For ARM Mali GPUs, there is only one monolithic driver
(`/vendor/lib[64]/libGLES_mali.so`) for OpenGL and Vulkan and the Vulkan vendor
driver (`/vendor/lib[64]/hw/vulkan.*.so`) is just a symlink to it. So for
example:
```shell
adb shell ln -s /vendor/lib64/libGLES_mali.so /data/local/tmp/libvulkan.so
```
## Vulkan debugging and profiling
### RenderDoc
RenderDoc is an awesome tool that one can use to capture and introspect Vulkan
applications. It can be downloaded from RenderDoc's
[website](https://renderdoc.org/) or compiled from [source][RenderDocSource].
## Vulkan development environment troubleshooting
### Useful environment variables
There are a few environment variables that can alter the default Vulkan loader
behavior and print verbose information, notably:
* `VK_LOADER_DEBUG`: enable loader debug messages. Setting it to `all` will
enable the most verbose logging from the loader. This is especially useful
when trying to see what layers/ICDs are searched and used.
* `VK_ICD_FILENAMES`: force the loader to use a specific ICD. This is
especially useful when you have multiple Vulkan capable devices and want to
select which one to use manually.
* `VK_INSTANCE_LAYERS`: force the loader to enable the given layers. For
example, You can force enable `VK_LAYER_LUNARG_api_dump` to have a detailed
dump of all Vulkan API calls made by the application. You can force enable
`VK_LAYER_LUNARG_core_validation` to validate the API calls made by the
application.
* `VK_LAYER_PATH`: override the loader's standard layer library search folders.
Please see the [Vulkan loader's documentation][VulkanLoaderEnvVars] for detailed
explanation for these variables.
### Setting environment variables for Bazel test
Bazel runs tests in a sandbox and environment variables must be passed through
to the test runner. Consider putting environment setup in a `user.bazelrc` to
save typing. For example:
```starlark
test --test_env="LD_LIBRARY_PATH=/absolute/path/to/vulkan/sdk/x86_64/lib/"
test --test_env="LD_PRELOAD=libvulkan.so.1"
test --test_env="VK_LAYER_PATH=/absolute/path/to/additional/layers/:$VK_LAYER_PATH"
```
### SSH on Linux and X forwarding
Physical devices enumerated on NVIDIA drivers can be affected by the `DISPLAY`
environment variable. If you are running under an SSH session to Linux or using
chrome remote desktop and have problems with physical device enumeration, you
probably want to check the `DISPLAY` environment and set it to point to a
display at the server side, for example:
```bash
export DISPLAY=:0
```
[VulkanArchOverview]: https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#overview
[VulkanArchPicture]: https://raw.githubusercontent.com/KhronosGroup/Vulkan-Loader/master/docs/images/high_level_loader.png
[VulkanICD]: https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#installable-client-drivers
[VulkanLayer]: https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#layers
[VulkanLoader]: https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#the-loader
[VulkanLoaderEnvVars]: https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#table-of-debug-environment-variables
[VulkanLoaderSource]: https://github.com/KhronosGroup/Vulkan-Loader
[VulkanSDK]: https://www.lunarg.com/vulkan-sdk/
[VulkanValidationLayersSource]: https://github.com/KhronosGroup/Vulkan-ValidationLayers
[PackageLibVulkan1]: https://packages.ubuntu.com/focal/libvulkan1
[PackageMesaVulkan]: https://packages.ubuntu.com/focal/mesa-vulkan-drivers
[PackageNvidiaVulkan]: https://packages.debian.org/buster/nvidia-vulkan-icd
[PackageVulkanDev]: https://packages.ubuntu.com/focal/libvulkan-dev
[PackageVulkanTools]: https://packages.ubuntu.com/focal/vulkan-tools
[PackageVulkanValidation]: https://packages.ubuntu.com/eoan/vulkan-validationlayers
[RenderDocSource]: https://github.com/baldurk/renderdoc