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VkRunnerA simple shader script tester for Vulkan
Neil Roberts
• Based on Piglit’s shader_runner
• Quickly test running a shader on
your Vulkan driver without having to
write any boilerplate code
• Simple domain-specific language to
specify inputs to the shader and verify
the output
[vertex shader passthrough]
[fragment shader]
#version 430
layout(location = 0) out vec4 color;
void
main()
{
if (gl_FragCoord.x < 83.33333)
color = vec4(1.0, 0.0, 0.0, 1.0);
else if (gl_FragCoord.x < 166.66666)
color = vec4(1.0, 1.0, 1.0, 1.0);
else
color = vec4(0.0, 0.0, 1.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe rect rgba (1, 0, 81, 250) (1, 0, 0, 1)
probe rect rgba (85, 0, 81, 250) (1, 1, 1, 1)
probe rect rgba (168, 0, 81, 250) (0, 0, 1, 1)
specify your shaders
high-level drawing command
probe the
results
• Standalone executable or library to
integrate into another framework
• Vertex, tessellation, geometry,
fragment and compute shaders
• Specify in GLSL or SPIR-V dissassembly.
Compiled on the fly for quick testing
• Or precompile scripts to binary to run
on platforms without the compiler
• Push constants, UBOs, SSBOs, vertex
data
Thanks
github.com/igalia/vkrunner

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  • 1. VkRunnerA simple shader script tester for Vulkan Neil Roberts
  • 2. • Based on Piglit’s shader_runner • Quickly test running a shader on your Vulkan driver without having to write any boilerplate code • Simple domain-specific language to specify inputs to the shader and verify the output
  • 3. [vertex shader passthrough] [fragment shader] #version 430 layout(location = 0) out vec4 color; void main() { if (gl_FragCoord.x < 83.33333) color = vec4(1.0, 0.0, 0.0, 1.0); else if (gl_FragCoord.x < 166.66666) color = vec4(1.0, 1.0, 1.0, 1.0); else color = vec4(0.0, 0.0, 1.0, 1.0); } [test] draw rect -1 -1 2 2 probe rect rgba (1, 0, 81, 250) (1, 0, 0, 1) probe rect rgba (85, 0, 81, 250) (1, 1, 1, 1) probe rect rgba (168, 0, 81, 250) (0, 0, 1, 1) specify your shaders high-level drawing command probe the results
  • 4. • Standalone executable or library to integrate into another framework • Vertex, tessellation, geometry, fragment and compute shaders • Specify in GLSL or SPIR-V dissassembly. Compiled on the fly for quick testing • Or precompile scripts to binary to run on platforms without the compiler • Push constants, UBOs, SSBOs, vertex data