# Getting started Source: [https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html](https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html) Page-1 Run sample application Run sample application OpenCL sample application OpenCL sample application OpenGL ES sample application OpenGL ES sample application Vulkan sample application Vulkan sample application Generate Platform eSDK Generate Platform eSDK Debug sample application Debug sample application Run the Snapdragon® Profiler tool for profiling sample applic... Run the Snapdragon® Profiler tool for profiling sample applications Before compiling any sample application, generate Platform eSDK using one of the following methods: - Generate Platform eSDK using Qualcomm release archive - Generate Platform eSDK by manually compiling the LE.QCLINUX.1.0 SDK ### Generate Platform eSDK using Qualcomm release archive 1. Download the eSDK from the Qualcomm release archive. - For Ubuntu x86 architecture-based host machines: wget https://artifacts.codelinaro.org/artifactory/qli-ci/flashable-binaries/qimpsdk/qcm6490/x86/qcom-6.6.28-QLI.1.1-Ver.1.1_qim-product-sdk-1.1.3.zipCopy to clipboard - For Arm architecture-based host machines: wget https://artifacts.codelinaro.org/artifactory/qli-ci/flashable-binaries/qimpsdk/qcm6490/arm/qcom-6.6.28-QLI.1.1-Ver.1.1_qim-product-sdk-1.1.3.zipCopy to clipboard 2. Unzip the SDK to a folder of your choice: unzip qcom-6.6.28-QLI.1.1-Ver.1.1_qim-product-sdk-1.1.3.zipCopy to clipboard After unzipping, verify that the platform eSDK installer qcom-wayland-x86\_64-qcom-multimedia-image-armv8-2a-qcm6490-toolchain-ext-1.0.sh is present at: <unzip\_location>/target/qcm6490/sdk/. 3. Run the installer script. umask a+rxCopy to clipboard sh ./qcom-wayland-x86_64-qcom-multimedia-image-armv8-2a-qcm6490-toolchain-ext-1.0.shCopy to clipboard 4. Follow the instructions on the console to install the Platform eSDK on your host PC. For more information on Platform eSDK, see [Download QIM Platform eSDK](https://docs.qualcomm.com/bundle/publicresource/topics/80-70014-51/install-sdk.html#download-qim-platform-esdk). ### Generate Platform eSDK by manually compiling LE.QCLINUX.1.0 SDK 1. Compile LE.QCLINUX.1.0 SDK and verify that the installer (qcom-wayland-x86\_64-qcom-multimedia-image-armv8-2a-qcm6490-toolchain-ext-1.0.sh) is generated at <root directory>/build-qcom-wayland/tmp-glibc/deploy/sdk. 2. Run the installer script. umask a+rxCopy to clipboard sh ./qcom-wayland-x86_64-qcom-multimedia-image-armv8-2a-qcm6490-toolchain-ext-1.0.shCopy to clipboard 3. Follow the instructions on the console to install the Platform eSDK on your host PC. For build compilation and SDK creation procedures, see [Qualcomm Linux Build Guide](https://docs.qualcomm.com/bundle/publicresource/topics/80-70014-254). ## OpenGL ES sample application Source: [https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html](https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html) ### About this task **Supported EGL client extensions** | EGL\_EXT\_client\_extensions,
EGL\_KHR\_client\_get\_all\_proc\_addresses EGL\_EXT\_platform\_base,
EGL\_KHR\_platform\_android EGL\_KHR\_platform\_wayland,
EGL\_KHR\_platform\_gbm EGL\_KHR\_platform\_x11, OpenGL\_ES,
EGL\_KHR\_image EGL\_KHR\_image\_base, EGL\_QCOM\_create\_image
EGL\_KHR\_lock\_surface, EGL\_KHR\_lock\_surface2
EGL\_KHR\_lock\_surface3, EGL\_KHR\_gl\_texture\_2D\_image,
EGL\_KHR\_gl\_texture\_cubemap\_image, EGL\_KHR\_gl\_texture\_3D\_image
EGL\_KHR\_gl\_renderbuffer\_image, EGL\_ANDROID\_blob\_cache
EGL\_KHR\_create\_context, EGL\_KHR\_surfaceless\_context ,
EGL\_KHR\_create\_context\_no\_error, EGL\_KHR\_get\_all\_proc\_addresses
EGL\_QCOM\_lock\_image2, EGL\_KHR\_no\_config\_context
EGL\_EXT\_surface\_SMPTE2086\_metadata,
EGL\_EXT\_image\_dma\_buf\_import,
EGL\_EXT\_image\_dma\_buf\_import\_modifiers EGL\_EXT\_yuv\_surface,
EGL\_IMG\_context\_priority , EGL\_WL\_bind\_wayland\_display,
EGL\_WL\_create\_wayland\_buffer\_from\_image,
EGL\_ANDROID\_native\_fence\_sync ,
EGL\_EXT\_create\_context\_robustness, EGL\_KHR\_fence\_sync
EGL\_KHR\_wait\_sync, EGL\_KHR\_mutable\_render\_buffer
EGL\_KHR\_partial\_update, EGL\_KHR\_surfaceless\_context | | --- | **Supported GL extensions** | GL\_OES\_EGL\_image GL\_OES\_EGL\_image\_external, GL\_OES\_EGL\_sync
GL\_OES\_vertex\_half\_float, GL\_OES\_framebuffer\_object
GL\_OES\_rgb8\_rgba8, GL\_OES\_compressed\_ETC1\_RGB8\_texture,
GL\_AMD\_compressed\_ATC\_texture,
GL\_KHR\_texture\_compression\_astc\_ldr,
GL\_KHR\_texture\_compression\_astc\_hdr,
GL\_OES\_texture\_compression\_astc
GL\_EXT\_texture\_compression\_s3tc,
GL\_EXT\_texture\_compression\_s3tc\_srgb,
GL\_EXT\_texture\_compression\_rgtc
GL\_EXT\_texture\_compression\_bptc, GL\_OES\_texture\_npot ,
GL\_EXT\_texture\_filter\_anisotropic,
GL\_EXT\_texture\_format\_BGRA8888 GL\_EXT\_read\_format\_bgra,
GL\_OES\_texture\_3D GL\_EXT\_color\_buffer\_float,
GL\_EXT\_color\_buffer\_half\_float GL\_EXT\_float\_blend,
GL\_QCOM\_alpha\_test , GL\_OES\_depth24
GL\_OES\_packed\_depth\_stencil, GL\_OES\_depth\_texture
GL\_OES\_depth\_texture\_cube\_map GL\_EXT\_sRGB,
GL\_OES\_texture\_float GL\_OES\_texture\_float\_linear,
GL\_OES\_texture\_half\_float ,
GL\_OES\_texture\_half\_float\_linear,
GL\_EXT\_texture\_type\_2\_10\_10\_10\_REV
GL\_EXT\_texture\_sRGB\_decode,
GL\_EXT\_texture\_compression\_astc\_decode\_mode,
GL\_EXT\_texture\_mirror\_clamp\_to\_edge,
GL\_EXT\_texture\_format\_sRGB\_override
GL\_OES\_element\_index\_uint GL\_EXT\_copy\_image
GL\_EXT\_geometry\_shader, GL\_EXT\_tessellation\_shader
GL\_OES\_texture\_stencil8, GL\_EXT\_shader\_io\_blocks
GL\_OES\_shader\_image\_atomic, GL\_OES\_sample\_variables
GL\_EXT\_texture\_border\_clamp,
GL\_EXT\_EGL\_image\_external\_wrap\_modes,
GL\_EXT\_multisampled\_render\_to\_texture,
GL\_EXT\_multisampled\_render\_to\_texture2,
GL\_OES\_shader\_multisample\_interpolation,
GL\_EXT\_texture\_cube\_map\_array GL\_EXT\_draw\_buffers\_indexed,
GL\_EXT\_gpu\_shader5 GL\_EXT\_robustness ,
GL\_EXT\_texture\_buffer, GL\_EXT\_shader\_framebuffer\_fetch,
GL\_ARM\_shader\_framebuffer\_fetch\_depth\_stencil,
GL\_OES\_texture\_storage\_multisample\_2d\_array,
GL\_OES\_sample\_shading GL\_OES\_get\_program\_binary,
GL\_EXT\_debug\_label GL\_KHR\_blend\_equation\_advanced,
GL\_KHR\_blend\_equation\_advanced\_coherent
GL\_QCOM\_tiled\_rendering, GL\_ANDROID\_extension\_pack\_es31a
GL\_EXT\_primitive\_bounding\_box, GL\_OES\_standard\_derivatives
GL\_OES\_vertex\_array\_object, GL\_EXT\_disjoint\_timer\_query
GL\_KHR\_debug, GL\_EXT\_YUV\_target, GL\_EXT\_sRGB\_write\_control
GL\_EXT\_texture\_norm16, GL\_EXT\_discard\_framebuffer ,
GL\_OES\_surfaceless\_context, GL\_OVR\_multiview
GL\_OVR\_multiview2 GL\_EXT\_texture\_sRGB\_R8, GL\_KHR\_no\_error
GL\_EXT\_debug\_marker, GL\_OES\_EGL\_image\_external\_essl3,
GL\_OVR\_multiview\_multisampled\_render\_to\_texture,
GL\_EXT\_buffer\_storage GL\_EXT\_external\_buffer,
GL\_EXT\_blit\_framebuffer\_params GL\_EXT\_clip\_cull\_distance,
GL\_EXT\_shader\_non\_constant\_global\_initializers,
GL\_QCOM\_texture\_foveated GL\_QCOM\_texture\_foveated2,
GL\_QCOM\_texture\_foveated\_subsampled\_layout,
GL\_QCOM\_shader\_framebuffer\_fetch\_noncoherent,
GL\_QCOM\_shader\_framebuffer\_fetch\_rate GL\_EXT\_memory\_object,
GL\_EXT\_memory\_object\_fd GL\_EXT\_EGL\_image\_array,
GL\_NV\_shader\_noperspective\_interpolation,
GL\_KHR\_robust\_buffer\_access\_behavior
GL\_EXT\_EGL\_image\_storage, GL\_EXT\_blend\_func\_extended
GL\_EXT\_clip\_control, GL\_OES\_texture\_view
GL\_EXT\_fragment\_invocation\_density,
GL\_QCOM\_motion\_estimation , GL\_QCOM\_YUV\_texture\_gather,
GL\_QCOM\_shading\_rate GL\_IMG\_texture\_filter\_cubic,
GL\_EXT\_polygon\_offset\_clamp GL\_EXT\_texture\_sRGB\_RG8,
GL\_EXT\_shader\_implicit\_conversions GL\_EXT\_render\_snorm,
GL\_QCOM\_render\_sRGB\_R8\_RG8 | | --- | **Prerequisites:** - Generate the Platform eSDK. For instructions, see [Getting started](https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html). - Enable SSH in Permissive mode to securely access your host device. For instructions, see [How to SSH](https://docs.qualcomm.com/bundle/publicresource/topics/80-70014-254/how_to.html#how-to-ssh-). glmark2 is an OpenGL ES based sample application provided in the Platform eSDK. Following are the steps to compile and run the glmark2 application: ### Procedure 1. Compile glmark2 application: 1. Set the SDK environment in the Linux terminal. source environment-setup-armv8-2a-qcom-linuxCopy to clipboard 2. Compile and generate a binary. devtool modify glmark2Copy to clipboard devtool build glmark2Copy to clipboard If there is any umask error, set umask 022. Upon successful compilation, the output files are generated at <path-to-installed-eSDK>/workspace/sources/glmark2/oe-workdir/image/usr/bin. 2. Push the glmark2 binary to the device. scp -r /workspace/sources/glmark2/oe-workdir/image/usr/bin/glmark2-es2-wayland root@[IP-address-of-device]:/tmpCopy to clipboard scp -r /workspace/sources/glmark2/oe-workdir/image/usr/share/glmark2 root@[IP-address-of-device]:/tmpCopy to clipboard 3. Run the glmark2 application on the device using SSH. 1. Open the SSH terminal using the device IP address. 2. Run the following commands: setenforce 0Copy to clipboard mount -o remount,rw /Copy to clipboard export XDG_RUNTIME_DIR=/dev/socket/weston export WAYLAND_DISPLAY=wayland-1Copy to clipboard chmod 777 /tmp/glmark2-es2-waylandCopy to clipboard chmod -R 777 /tmp/glmark2Copy to clipboard cd /tmpCopy to clipboard ./glmark2-es2-wayland --data-path /tmp/glmark2 -b jellyfishCopy to clipboard Note: Before executing the glmark2 application, ensure that the Weston application is running. To launch Weston, run the following commands: setenforce 0Copy to clipboard . /etc/profileCopy to clipboard export XDG_RUNTIME_DIR=/dev/socket/westonCopy to clipboard mkdir --parents $XDG_RUNTIME_DIRCopy to clipboard chmod 0700 $XDG_RUNTIME_DIRCopy to clipboard cd /usr/bin/Copy to clipboard killall westonCopy to clipboard weston --tty=2 --idle-time=0 --log=/tmp/weston.log --config=/etc/xdg/weston/weston.ini --continue-without-inputCopy to clipboard For more information about the Weston application, see [Qualcomm Linux Display Guide](https://docs.qualcomm.com/bundle/publicresource/topics/80-70014-18). ## OpenCL sample application Source: [https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html](https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html) ### About this task **Supported OpenCL extensions** | cl\_khr\_icd, cl\_img\_egl\_image, cl\_khr\_3d\_image\_writes,
cl\_khr\_byte\_addressable\_store, cl\_khr\_depth\_images,
cl\_khr\_egl\_event, cl\_khr\_egl\_image, cl\_khr\_fp16,
cl\_khr\_gl\_sharing, cl\_khr\_global\_int32\_base\_atomics,
cl\_khr\_global\_int32\_extended\_atomics,
cl\_khr\_image2d\_from\_buffer, cl\_khr\_local\_int32\_base\_atomics,
cl\_khr\_local\_int32\_extended\_atomics, cl\_khr\_mipmap\_image,
cl\_khr\_srgb\_image\_writes, cl\_khr\_subgroups,
cl\_qcom\_accelerated\_image\_ops, cl\_qcom\_compressed\_image,
cl\_qcom\_compressed\_yuv\_image\_read,
cl\_qcom\_create\_buffer\_from\_image, cl\_qcom\_dot\_product8,
cl\_qcom\_ext\_host\_ptr,
cl\_qcom\_ext\_host\_ptr\_iocoherent,cl\_qcom\_extended\_query\_image\_info,
cl\_qcom\_extract\_image\_plane, cl\_qcom\_dmabuf\_host\_ptr,
cl\_qcom\_other\_image, cl\_qcom\_perf\_hint, cl\_qcom\_priority\_hint,
cl\_qcom\_protected\_context, cl\_qcom\_recordable\_queues,
cl\_qcom\_reqd\_sub\_group\_size, cl\_qcom\_subgroup\_shuffle,
cl\_qcom\_vector\_image\_op | | --- | **Prerequisites:** - Generate the Platform eSDK. For instructions, see [Getting started](https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html). - Enable SSH in Permissive mode to securely access your host device. For instructions, see [How to SSH](https://docs.qualcomm.com/bundle/publicresource/topics/80-70014-254/how_to.html#how-to-ssh-). - Download the Adreno OpenCL [SDK 2.0](https://developer.qualcomm.com/software/adreno-gpu-sdk/tools). Note: You must be a registered user to download the Adreno OpenCL SDK. Multiple sample applications are provided in the Adreno OpenCL SDK. The steps to compile and run any application remain the same. Following are the steps to compile and run the hello world sample application: ### Procedure 1. Compile the application on the host machine. cd opencl-sdkCopy to clipboard source /environment-setup-armv8-2a-qcom-linuxCopy to clipboard cmake -B build -DCLSDK_OPENCL_LIBRARY=$OECORE_TARGET_SYSROOT/usr/lib/libOpenCL.so -DCLSDK_DMABUFHEAP_LIBRARY=$OECORE_TARGET_SYSROOT/usr/lib/libdmabufheap.so -DOPEN_EMBEDDED=1Copy to clipboard cmake --build buildCopy to clipboard After successful compilation, binary files are generated in the build directory. 2. Run the application: 1. Open the SSH terminal using the device IP address. 2. Run the following commands on the device using the SSH terminal: setenforce 0Copy to clipboard mount -o remount,rw /Copy to clipboard mkdir -p /opt/dataCopy to clipboard mkdir -p /opt/data/openclCopy to clipboard 3. Run the following commands on the host machine: scp -r /build/* root@[IP-address-of-the device]:/opt/data/opencl/Copy to clipboard scp -r /example_images/* root@[IP-address-of-the device]:/opt/data/opencl/Copy to clipboard 4. Run the following commands on the device using the SSH terminal: cd /opt/data/opencl/Copy to clipboard mkdir outCopy to clipboard chmod 777 ./*Copy to clipboard echo "run hello world 2.0 opencl sdk" > hello_world_input.txtCopy to clipboard touch out/hello_world_output.txtCopy to clipboard cat out/hello_world_output.txtCopy to clipboard ./cl_sdk_hello_world hello_world_input.txt out/hello_world_output.txtCopy to clipboard cat out/hello_world_output.txtCopy to clipboard ## Vulkan sample applications Source: [https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html](https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html) ### About this task **Supported Vulkan extensions** | VK\_KHR\_get\_physical\_device\_properties2, VK\_KHR\_surface,
VK\_KHR\_external\_semaphore\_capabilities,
VK\_KHR\_external\_memory\_capabilities,
VK\_KHR\_device\_group\_creation, VK\_EXT\_debug\_utils,
VK\_KHR\_wayland\_surface, VK\_KHR\_external\_fence\_capabilities,
VK\_KHR\_get\_surface\_capabilities2, VK\_EXT\_debug\_report,
VK\_EXT\_subgroup\_size\_control, VK\_KHR\_external\_memory,
VK\_EXT\_pipeline\_creation\_feedback,
VK\_KHR\_shader\_float16\_int8, VK\_KHR\_get\_memory\_requirements2,
VK\_KHR\_copy\_commands2, VK\_KHR\_spirv\_1\_4,
VK\_EXT\_fragment\_density\_map, VK\_KHR\_external\_semaphore\_fd,
VK\_KHR\_swapchain, VK\_QCOM\_render\_pass\_store\_ops,
VK\_EXT\_astc\_decode\_mode, VK\_KHR\_shared\_presentable\_image,
VK\_KHR\_external\_memory\_fd,
VK\_QCOM\_render\_pass\_shader\_resolve, VK\_KHR\_maintenance1,
VK\_KHR\_maintenance2, VK\_KHR\_maintenance3,
VK\_KHR\_separate\_depth\_stencil\_layouts
VK\_EXT\_image\_robustness, VK\_KHR\_buffer\_device\_address,
VK\_EXT\_extended\_dynamic\_state, VK\_EXT\_queue\_family\_foreign,
VK\_KHR\_bind\_memory2, VK\_KHR\_external\_semaphore,
VK\_KHR\_shader\_terminate\_invocation,
VK\_QCOM\_fragment\_density\_map\_offset,
VK\_EXT\_scalar\_block\_layout, VK\_KHR\_sampler\_ycbcr\_conversion,
VK\_EXT\_vertex\_attribute\_divisor, VK\_KHR\_variable\_pointers,
VK\_QCOM\_multiview\_per\_view\_viewports,
VK\_KHR\_push\_descriptor, VK\_KHR\_timeline\_semaphore,
VK\_EXT\_device\_memory\_report, VK\_KHR\_imageless\_framebuffer,
VK\_KHR\_device\_group, VK\_EXT\_device\_fault,
VK\_KHR\_relaxed\_block\_layout, VK\_KHR\_external\_fence,
VK\_KHR\_shader\_non\_semantic\_info, VK\_EXT\_shader\_atomic\_float,
VK\_EXT\_custom\_border\_color, VK\_EXT\_host\_query\_reset,
VK\_EXT\_index\_type\_uint8, VK\_KHR\_multiview,
VK\_KHR\_storage\_buffer\_storage\_class,
VK\_EXT\_image\_drm\_format\_modifier,
VK\_EXT\_fragment\_density\_map2, VK\_QCOM\_rotated\_copy\_commands,
VK\_KHR\_shader\_subgroup\_extended\_types, VK\_EXT\_private\_data,
VK\_EXT\_pipeline\_creation\_cache\_control, VK\_EXT\_robustness2,
VK\_EXT\_shader\_module\_identifier,
VK\_EXT\_global\_priority\_query, VK\_EXT\_separate\_stencil\_usage,
VK\_EXT\_vertex\_input\_dynamic\_state, VK\_IMG\_filter\_cubic,
VK\_EXT\_filter\_cubic. VK\_QCOM\_tile\_properties,
VK\_KHR\_image\_format\_list, VK\_EXT\_external\_memory\_dma\_buf,
VK\_EXT\_sampler\_filter\_minmax, VK\_KHR\_16bit\_storage,
VK\_KHR\_pipeline\_executable\_properties,
VK\_EXT\_shader\_demote\_to\_helper\_invocation,
VK\_QCOM\_render\_pass\_transform, VK\_KHR\_create\_renderpass2,
VK\_EXT\_transform\_feedback, VK\_EXT\_blend\_operation\_advanced,
VK\_EXT\_provoking\_vertex,
VK\_QCOM\_multiview\_per\_view\_render\_areas,
VK\_KHR\_depth\_stencil\_resolve, VK\_KHR\_shader\_float\_controls,
VK\_EXT\_texture\_compression\_astc\_hdr, VK\_EXT\_global\_priority,
VK\_KHR\_shader\_draw\_parameters, VK\_KHR\_vulkan\_memory\_model,
VK\_EXT\_descriptor\_indexing, VK\_EXT\_depth\_clip\_enable,
VK\_KHR\_synchronization2, VK\_EXT\_line\_rasterization,
VK\_KHR\_fragment\_shading\_rate,
VK\_KHR\_descriptor\_update\_template,
VK\_KHR\_draw\_indirect\_count, VK\_KHR\_driver\_properties,
VK\_KHR\_uniform\_buffer\_standard\_layout,
VK\_KHR\_dedicated\_allocation,
VK\_EXT\_primitive\_topology\_list\_restart,
VK\_KHR\_global\_priority, VK\_EXT\_sample\_locations,
VK\_KHR\_sampler\_mirror\_clamp\_to\_edge,
VK\_KHR\_external\_fence\_fd | | --- | **Prerequisites**: - Generate the Platform eSDK. For instructions, see [Getting started](https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html). - Enable SSH in Permissive mode to securely access your host device. For instructions, see [How to SSH](https://docs.qualcomm.com/bundle/publicresource/topics/80-70014-254/how_to.html#how-to-ssh-). Multiple sample applications are provided in the Adreno SDK for Vulkan. The steps to compile and run any application remain the same. As an example, the steps to run a Sascha Willems and Khronos Vulkan sample applications are described here. ### Sascha Willems Vulkan sample application Source: [https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html](https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html) ### About this task The Sascha Willems Vulkan sample applications are available at: [https://github.com/SaschaWillems/Vulkan.git](https://github.com/SaschaWillems/Vulkan.git). The steps to compile and run any Sascha Willems Vulkan application are the same. Following are the steps to compile and run the triangle bin application: ### Procedure 1. Compile the application. git clone --recurse-submodules https://github.com/SaschaWillems/Vulkan.gitCopy to clipboard cd VulkanCopy to clipboard source /environment-setup-armv8-2a-qcom-linuxCopy to clipboard cmake -G "Unix Makefiles" -Bbuild/linux -DUSE_WAYLAND_WSI=ON -DRESOURCE_INSTALL_DIR="/tmp/"Copy to clipboard cmake --build build/linux --config Release -j$(nproc)Copy to clipboard After successful compilation, binary files are generated at build/linux/bin. 2. Run the application: 1. Run the following commands on the host machine: cd VulkanCopy to clipboard scp -r assets root@[IP-address-of-device]:/tmp/Copy to clipboard scp -r shaders root@[IP-address-of-device]:/tmp/Copy to clipboard scp -r build/linux/bin/triangle root@[IP-address-of-device]:/tmp/Copy to clipboard 2. Open the SSH terminal using the device IP address and run the following commands: cd /tmpCopy to clipboard chmod -R 777 assetsCopy to clipboard chmod -R 777 shadersCopy to clipboard chmod 777 triangleCopy to clipboard . /etc/profileCopy to clipboard export XDG_RUNTIME_DIR=/dev/socket/westonCopy to clipboard mkdir --parents $XDG_RUNTIME_DIRCopy to clipboard chmod 0700 $XDG_RUNTIME_DIRCopy to clipboard export WAYLAND_DISPLAY=wayland-1Copy to clipboard ./triangleCopy to clipboard ### Khronos Vulkan sample application Source: [https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html](https://docs.qualcomm.com/doc/80-70014-19/topic/graphics-getting-started.html) ### About this task The Khronos Vulkan sample applications are available at: [https://github.com/KhronosGroup/Vulkan-Samples.git](https://github.com/KhronosGroup/Vulkan-Samples.git). The steps to compile and run any Khronos Vulkan application are the same. Following are the steps to compile and run the vulkan\_samples application: ### Procedure 1. To compile the application, run the following commands on the host machine: sudo apt-get install -y libwayland-devCopy to clipboard git clone --recurse-submodules https://github.com/KhronosGroup/Vulkan-Samples.gitCopy to clipboard cd Vulkan-Samples/Copy to clipboard source /environment-setup-armv8-2a-qcom-linuxCopy to clipboard cmake -G "Unix Makefiles" -Bbuild/linux -DCMAKE_BUILD_TYPE=Release -DVKB_WSI_SELECTION=WAYLAND -DGLFW_BUILD_X11=OFFCopy to clipboard If the compilation fails, do the following: 1. Open Vulkan-Samples/build/linux/CmakeCache.txt file. 2. Change `GLFW_BUILD_X11` to OFF. 2. Generate the binary files for the target device: cmake --build build/linux --config Release --target vulkan_samples -j$(nproc)Copy to clipboard After successful compilation, binary files are generated at Vulkan-Samples/build/linux/app/bin/Release/aarch64. 3. Run the application: 1. Run the following commands on the host machine: cd Vulkan-SamplesCopy to clipboard scp -r assets root@[IP-address-of-device]:/tmp/Copy to clipboard scp -r shaders root@[IP-address-of-device]:/tmp/Copy to clipboard scp -r build/linux/app/bin/Release/aarch64/vulkan_samples root@[IP-address-of-device]:/tmp/Copy to clipboard 2. Open the SSH terminal using the device IP address and run the following commands: cd /tmpCopy to clipboard chmod -R 777 assetsCopy to clipboard chmod -R 777 shadersCopy to clipboard chmod 777 vulkan_samplesCopy to clipboard . /etc/profileCopy to clipboard export XDG_RUNTIME_DIR=/dev/socket/westonCopy to clipboard mkdir --parents $XDG_RUNTIME_DIRCopy to clipboard chmod 0700 $XDG_RUNTIME_DIRCopy to clipboard export WAYLAND_DISPLAY=wayland-1Copy to clipboard ./vulkan_samples sample swapchain_imagesCopy to clipboard Note: If you are unable to run these sample applications from the `/tmp` location due to space issues, try alternative locations such as `/etc`. Last Published: Jul 12, 2024 [Previous Topic Overview](https://docs.qualcomm.com/bundle/publicresource/80-70014-19/topics/graphics-overview.md) [Next Topic Features](https://docs.qualcomm.com/bundle/publicresource/80-70014-19/topics/graphics_features.md)