Yeah, I wasn’t sure if you needed any hardware or not so I just linked to the Haiku Inc page on that - if hardware is donated to Haiku Inc other developers can use it too.
Can’t wait to see the frames sooner or later go to the moon.
You are indisputably one of those developers who makes reading this forum an entertainment.
Glfw3 is what most Vulkan samples/tutorials use (over 90%), including my cross platform engine, so I guess a combo of lavapipe/glfw3 is needed for most tutorials on the net to work with a simple recompilation and no code changes. That would be amazing to have. Glfw3 supports Vulkan and can have a count of BBitmaps attached to a BView for Haiku integration.
I use Vulkan samples from here: https://github.com/SaschaWillems/Vulkan. It use OS API directly. I currently use headless WSI and hacked WSI addon to get window output.
A really nice job there, KUDOS!!! I wonder if the hack you are using to get “window output” could be the same needed for Godot to work inside a window instead full screen [@CodeforEvolution, @cocobean]?.
With some hacks Vulkan is working with GLFW and vkgears example. WSI add-on currently creates its own window instead of using GLFW window, so 2 windows are created. Proper support need adding Haiku Vulkan WSI surface extension.
Ilya, thats fantastic, I can now port my next gen Vulkan graphics engine to Haiku. My benchmarks on supported hardware for 4K content went from 1200fps with OpenGL to 2000fps with Vulkan, same scene complexity. Looking forward to running this on Haiku as well.
This is software rendering by Mesa Lavapipe. Hardware rendering needs DRM support in kernel. I want to investigate what is actually needed from DRM by Vulkan userland driver. Maybe DRM ioctls can be implemented for existing Haiku kernel drivers such as radeon_hd (initial attempt by @kallisti5) instead of porting large and hardcoded to Linux kernel drivers.