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.
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
.
The back-end records commands into command buffers via the the following ContextVk
APIs:
endRenderPassAndGetCommandBuffer
: returns a secondary command buffer outside a RenderPass instance.flushAndBeginRenderPass
: returns a secondary command buffer inside a RenderPass instance.flushAndGetPrimaryCommandBuffer
: returns the primary command buffer. You should rarely need this API.
Note: All of these commands may write out (aka flush) prior pending commands into a primary
command buffer. When a RenderPass is open endRenderPassAndGetCommandBuffer
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
endRenderPassAndGetCommandBuffer
. You should rarely need to call flushAndGetPrimaryCommandBuffer
.
It's there for commands like debug labels, barriers and queries that need to be recorded serially on
the primary command buffer.
The back-end usually records Image and Buffer barriers through additional ContextVk
APIs:
onBufferRead
andonBufferWrite
accumulateVkBuffer
barriers.onImageRead
andonImageWrite
accumulateVkImage
barriers.onRenderPassImageWrite
is a special API for write barriers inside a RenderPass instance.
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.
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->onBufferWrite(VK_ACCESS_TRANSFER_WRITE_BIT, destBuffer));
ANGLE_TRY(contextVk->onBufferRead(VK_ACCESS_TRANSFER_READ_BIT, srcBuffer));
# Get a pointer to a secondary command buffer for command recording. May "flush" the RP.
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&commandBuffer));
# Record the copy command into the secondary buffer. We're done!
commandBuffer->copyBuffer(srcBuffer->getBuffer(), destBuffer->getBuffer(), copyCount, copies);
More implementation details can be found in the doc
directory: