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1Vulkan
2======
3
4Skis has a Vulkan implementation of its GPU backend. The Vulkan backend can be
5built alongside the OpenGL backend. The client can select between the OpenGL
6and Vulkan implementation at runtime. The Vulkan backend has reached feature
7parity with the OpenGL backend. At this time we find that many Vulkan drivers
8have bugs that Skia triggers for which we have no workaround. We are reporting
9bugs to vendors as we find them.
10
11Windows and Linux
12-----------------
13To build the Vulkan backend, set `skia_vulkan_sdk` to the path to your Vulkan SDK in `args.gn`.
14This defaults to the environment variable `VULKAN_SDK`.
15
16Android
17-------
18The Vulkan backend can run on any device with Vulkan drivers, including all Android N+ devices.
19To build the Vulkan backend, set `ndk_api = 24` in `args.gn` to target Android N.
20
21Using the Vulkan Backend
22------------------------
23
24To create a GrContext that is backed by Vulkan the client creates a Vulkan device and queue, initializes a GrVkBackendContext to describe the context, and then calls GrContext::Create:
25
26<!--?prettify lang=c++?-->
27    sk_sp<GrVkBackendContext> vkContext = new GrVkBackendContext;
28    vkBackendContext.fInstance = vkInstance;
29    vkBackendContext.fPhysicalDevice = vkPhysDevice;
30    ...
31    vkBackendContext.fInterface.reset(GrVkCreateInterface(instance, vkPhysDevice, extensionFlags);
32    ...
33
34    sk_sp<GrContext> context = GrContext::Create(kVulkan_GrBackend, (GrBackendContext) vkBackendContext);
35
36When using the Vulkan backend the GrBackendObject field in
37GrBackendRenderTargetDesc and GrBackendTextureDesc is interpeted as a pointer
38to a GrVkImageInfo object. GrVkImageInfo specifies a VkImage and associated
39state (tiling, layout, format, etc). This allows the client to import
40externally created Vulkan images as destinations for Skia rendering via
41SkSurface factory functions or for to composite Skia rendered content using
42SkImage::getTextureHandle().
43
44After getting a GrVkImageInfo* via getTextureHandle() or
45getRenderTargetHandle(), the client should check the fImageLayout field to know
46what layout Skia left the VkImage in before using the VkImage. If the client
47changes the layout of the VkImage,
48GrVkImageInfo::updateImageLayout(VkImageLayout layout) should be called before
49resuming Skia rendering.
50
51The client is responsible for any synchronization or barriers needed before
52Skia performs I/O on a VkImage imported into Skia via GrVkImageInfo.  Skia will
53assume it can start issuing commands referencing the VkImage without the need
54for additional synchronization.
55