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1# ANGLE: Vulkan Back-end
2
3ANGLE's Vulkan back-end implementation lives in this folder.
4
5[Vulkan](https://www.khronos.org/vulkan/) is an explicit graphics API. It has a lot in common with
6other explicit APIs such as Microsoft's [D3D12][D3D12 Guide] and Apple's
7[Metal](https://developer.apple.com/metal/). Compared to APIs like OpenGL or D3D11 explicit APIs can
8offer a number of significant benefits:
9
10 * Lower API call CPU overhead.
11 * A smaller API surface with more direct hardware control.
12 * Better support for multi-core programming.
13 * Vulkan in particular has open-source tooling and tests.
14
15[D3D12 Guide]: https://docs.microsoft.com/en-us/windows/desktop/direct3d12/directx-12-programming-guide
16
17## Back-end Design
18
19The [`RendererVk`](RendererVk.cpp) class represents an `EGLDisplay`. `RendererVk` owns shared global
20resources like the [VkDevice][VkDevice], [VkQueue][VkQueue], the [Vulkan format tables](vk_format_utils.h)
21and [internal Vulkan shaders](shaders). The [ContextVk](ContextVk.cpp) class implements the back-end
22of a front-end OpenGL Context. ContextVk processes state changes and handles action commands like
23`glDrawArrays` and `glDrawElements`.
24
25## Command recording
26
27The back-end records commands into command buffers via the the following `ContextVk` APIs:
28
29 * `endRenderPassAndGetCommandBuffer`: returns a secondary command buffer *outside* a RenderPass instance.
30 * `flushAndBeginRenderPass`: returns a secondary command buffer *inside* a RenderPass instance.
31 * `flushAndGetPrimaryCommandBuffer`: returns the primary command buffer. You should rarely need this API.
32
33*Note*: All of these commands may write out (aka flush) prior pending commands into a primary
34command buffer. When a RenderPass is open `endRenderPassAndGetCommandBuffer` will flush the
35pending RenderPass commands. `flushAndBeginRenderPass` will flush out pending commands outside a
36RenderPass to a primary buffer. On submit ANGLE submits the primary command buffer to a `VkQueue`.
37
38If you need to record inside a RenderPass, use `flushAndBeginRenderPass`. Otherwise, use
39`endRenderPassAndGetCommandBuffer`. You should rarely need to call `flushAndGetPrimaryCommandBuffer`.
40It's there for commands like debug labels, barriers and queries that need to be recorded serially on
41the primary command buffer.
42
43The back-end usually records Image and Buffer barriers through additional `ContextVk` APIs:
44
45 * `onBufferTransferRead/onBufferComputeShaderRead` and `onBufferTransferWrite/onBufferComputeShaderWrite` accumulate `VkBuffer` barriers.
46 * `onImageRead` and `onImageWrite` accumulate `VkImage` barriers.
47 * `onRenderPassImageWrite` is a special API for write barriers inside a RenderPass instance.
48
49After the back-end records commands to the primary buffer we flush (e.g. on swap) or when we call
50`ContextVk::finishToSerial`.
51
52See the [code][CommandAPIs] for more details.
53
54### Simple command recording example
55
56In this example we'll be recording a buffer copy command:
57
58```
59    # Ensure that ANGLE sets proper read and write barriers for the Buffers.
60    ANGLE_TRY(contextVk->onBufferTransferWrite(destBuffer));
61    ANGLE_TRY(contextVk->onBufferTransferRead(srcBuffer));
62
63    # Get a pointer to a secondary command buffer for command recording. May "flush" the RP.
64    vk::CommandBuffer *commandBuffer;
65    ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&commandBuffer));
66
67    # Record the copy command into the secondary buffer. We're done!
68    commandBuffer->copyBuffer(srcBuffer->getBuffer(), destBuffer->getBuffer(), copyCount, copies);
69```
70
71## Additional Reading
72
73More implementation details can be found in the `doc` directory:
74
75- [Fast OpenGL State Transitions](doc/FastOpenGLStateTransitions.md)
76- [Shader Module Compilation](doc/ShaderModuleCompilation.md)
77- [OpenGL Line Segment Rasterization](doc/OpenGLLineSegmentRasterization.md)
78- [Format Tables and Emulation](doc/FormatTablesAndEmulation.md)
79
80[VkDevice]: https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkDevice.html
81[VkQueue]: https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkQueue.html
82[CommandAPIs]: https://chromium.googlesource.com/angle/angle/+/df31624eaf3df986a0bdf3f58a87b79b0cc8db5c/src/libANGLE/renderer/vulkan/ContextVk.h#620
83
84