haikuwebkit/Source/ThirdParty/ANGLE/src/libANGLE/renderer/vulkan
..
android
display
doc
fuchsia
ggp
mac
shaders
win32
xcb
BUILD.gn
BufferVk.cpp
BufferVk.h
CommandProcessor.cpp
CommandProcessor.h
CompilerVk.cpp
CompilerVk.h
ContextVk.cpp
ContextVk.h
DebugAnnotatorVk.cpp
DebugAnnotatorVk.h
DeviceVk.cpp
DeviceVk.h
DisplayVk.cpp
DisplayVk.h
DisplayVk_api.h
FenceNVVk.cpp
FenceNVVk.h
FramebufferVk.cpp
FramebufferVk.h
GlslangWrapperVk.cpp
GlslangWrapperVk.h
ImageVk.cpp
ImageVk.h
MemoryObjectVk.cpp
MemoryObjectVk.h
OWNERS
OverlayVk.cpp
OverlayVk.h
PersistentCommandPool.cpp
PersistentCommandPool.h
ProgramExecutableVk.cpp
ProgramExecutableVk.h
ProgramPipelineVk.cpp
ProgramPipelineVk.h
ProgramVk.cpp
ProgramVk.h
QueryVk.cpp
QueryVk.h
README.md
RenderTargetVk.cpp
RenderTargetVk.h
RenderbufferVk.cpp
RenderbufferVk.h
RendererVk.cpp
RendererVk.h
ResourceVk.cpp
ResourceVk.h
SamplerVk.cpp
SamplerVk.h
SecondaryCommandBuffer.cpp
SecondaryCommandBuffer.h
SemaphoreVk.cpp
SemaphoreVk.h
ShaderVk.cpp
ShaderVk.h
SurfaceVk.cpp
SurfaceVk.h
SyncVk.cpp
SyncVk.h
TextureVk.cpp
TextureVk.h
TransformFeedbackVk.cpp
TransformFeedbackVk.h
UtilsVk.cpp
UtilsVk.h
VertexArrayVk.cpp
VertexArrayVk.h
gen_vk_format_table.py
gen_vk_internal_shaders.py
gen_vk_mandatory_format_support_table.py
vk_cache_utils.cpp
vk_cache_utils.h
vk_caps_utils.cpp
vk_caps_utils.h
vk_format_map.json
vk_format_table_autogen.cpp
vk_format_utils.cpp
vk_format_utils.h
vk_helpers.cpp
vk_helpers.h
vk_internal_shaders_autogen.cpp
vk_internal_shaders_autogen.gni
vk_internal_shaders_autogen.h
vk_mandatory_format_support_data.json
vk_mandatory_format_support_table_autogen.cpp
vk_mem_alloc_wrapper.cpp
vk_mem_alloc_wrapper.h
vk_utils.cpp
vk_utils.h
vk_wrapper.h

README.md

ANGLE: Vulkan Back-end

ANGLE's Vulkan back-end implementation lives in this folder.

Vulkan is an explicit graphics API. It has a lot in common with other explicit APIs such as Microsoft's D3D12 and Apple's Metal. Compared to APIs like OpenGL or D3D11 explicit APIs can offer a number of significant benefits:

  • Lower API call CPU overhead.
  • A smaller API surface with more direct hardware control.
  • Better support for multi-core programming.
  • Vulkan in particular has open-source tooling and tests.

Back-end Design

The RendererVk class represents an EGLDisplay. RendererVk owns shared global resources like the VkDevice, VkQueue, the Vulkan format tables and internal Vulkan shaders. The ContextVk class implements the back-end of a front-end OpenGL Context. ContextVk processes state changes and handles action commands like glDrawArrays and glDrawElements.

Command recording

The back-end records commands into command buffers via the the following ContextVk APIs:

  • getOutsideRenderPassCommandBuffer: returns a secondary command buffer outside a RenderPass instance.
  • flushAndBeginRenderPass: returns a secondary command buffer inside a RenderPass instance.

Note: All of these commands may write out (aka flush) prior pending commands into a primary command buffer. When a RenderPass is open getOutsideRenderPassCommandBuffer will flush the pending RenderPass commands. flushAndBeginRenderPass will flush out pending commands outside a RenderPass to a primary buffer. On submit ANGLE submits the primary command buffer to a VkQueue.

If you need to record inside a RenderPass, use flushAndBeginRenderPass. Otherwise, use getOutsideRenderPassCommandBuffer.

The back-end (mostly) records Image and Buffer barriers through additional ContextVk APIs:

  • onBufferTransferRead and onBufferComputeShaderRead accumulate VkBuffer read barriers.
  • onBufferTransferWrite and onBufferComputeShaderWrite accumulate VkBuffer write barriers.
  • onBuffferSelfCopy is a special case for VkBuffer self copies. It behaves the same as write.
  • onImageTransferRead and onImageComputerShadeRead accumulate VkImage read barriers.
  • onImageTransferWrite and onImageComputerShadeWrite accumulate VkImage write barriers.
  • onImageRenderPassRead and onImageRenderPassWrite accumulate VkImage barriers inside a started RenderPass.

After the back-end records commands to the primary buffer we flush (e.g. on swap) or when we call ContextVk::finishToSerial.

See the code for more details.

Simple command recording example

In this example we'll be recording a buffer copy command:

    # Ensure that ANGLE sets proper read and write barriers for the Buffers.
    ANGLE_TRY(contextVk->onBufferTransferWrite(destBuffer));
    ANGLE_TRY(contextVk->onBufferTransferRead(srcBuffer));

    # Get a pointer to a secondary command buffer for command recording. May "flush" the RP.
    vk::CommandBuffer *commandBuffer;
    ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(&commandBuffer));

    # Record the copy command into the secondary buffer. We're done!
    commandBuffer->copyBuffer(srcBuffer->getBuffer(), destBuffer->getBuffer(), copyCount, copies);

Additional Reading

More implementation details can be found in the doc directory: