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kc3-lang/angle/src/libANGLE/renderer/vulkan/README.md

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  • Author : Charlie Lao
    Date : 2022-11-17 10:11:02
    Hash : 7dd8478e
    Message : Vulkan: Make ResourceUse::serial an FastVector of Serials In preparation for per context queue serial, this CL makes ResourceUse::serial a FastVector of Serial. Right now we still limited to one serial index so that it still work the same way as before. This CL adds necessary data type and change the function names to reflect that tracking GPU progress needs a ResourceUse object instead of a single Serial number. Bug: b/255414841 Change-Id: Ic60cdf5ec8da45d1821f65a55947f5c553f65737 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4034548 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>

  • src/libANGLE/renderer/vulkan/README.md
  • # ANGLE: Vulkan Back-end
    
    ANGLE's Vulkan back-end implementation lives in this folder.
    
    [Vulkan](https://www.khronos.org/vulkan/) is an explicit graphics API. It has a lot in common with
    other explicit APIs such as Microsoft's [D3D12][D3D12 Guide] and Apple's
    [Metal](https://developer.apple.com/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.
    
    [D3D12 Guide]: https://docs.microsoft.com/en-us/windows/desktop/direct3d12/directx-12-programming-guide
    
    ## Back-end Design
    
    The [`RendererVk`](RendererVk.cpp) class represents an `EGLDisplay`. `RendererVk` owns shared global
    resources like the [VkDevice][VkDevice], [VkQueue][VkQueue], the [Vulkan format tables](vk_format_utils.h)
    and [internal Vulkan shaders](shaders). The [ContextVk](ContextVk.cpp) 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 following `ContextVk` APIs:
    
     * `beginNewRenderPass`: Writes out (aka flushes) prior pending commands into a primary command
       buffer, then starts a new render pass. Returns a secondary command buffer *inside* a render pass
       instance.
     * `getOutsideRenderPassCommandBuffer`: May flush prior command buffers and close the render pass if
       necessary, in addition to issuing the appropriate barriers. Returns a secondary command buffer
       *outside* a render pass instance.
     * `getStartedRenderPassCommands`: Returns a reference to the currently open render pass' commands
       buffer.
    
    The back-end (mostly) records Image and Buffer barriers through additional `CommandBufferAccess`
    APIs, the result of which is passed to `getOutsideRenderPassCommandBuffer`.  Note that the
    barriers are not actually recorded until `getOutsideRenderPassCommandBuffer` is called:
    
     * `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 and we flush (e.g. on swap) or when we call
    `RendererVk::finishQueueSerial`, ANGLE submits the primary command buffer to a `VkQueue`.
    
    See the [code][CommandAPIs] 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.
        vk::CommandBufferAccess access;
        access.onBufferTransferWrite(dstBuffer);
        access.onBufferTransferRead(srcBuffer);
    
        // Get a pointer to a secondary command buffer for command recording.
        vk::OutsideRenderPassCommandBuffer *commandBuffer;
        ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer));
    
        // Record the copy command into the secondary buffer. We're done!
        commandBuffer->copyBuffer(srcBuffer->getBuffer(), dstBuffer->getBuffer(), copyCount, copies);
    ```
    
    ## Additional Reading
    
    More implementation details can be found in the `doc` directory:
    
    - [Fast OpenGL State Transitions](doc/FastOpenGLStateTransitions.md)
    - [Shader Module Compilation](doc/ShaderModuleCompilation.md)
    - [OpenGL Line Segment Rasterization](doc/OpenGLLineSegmentRasterization.md)
    - [Format Tables and Emulation](doc/FormatTablesAndEmulation.md)
    - [Deferred Clears](doc/DeferredClears.md)
    - [Queries](doc/Queries.md)
    
    [VkDevice]: https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkDevice.html
    [VkQueue]: https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkQueue.html
    [CommandAPIs]: https://chromium.googlesource.com/angle/angle/+/df31624eaf3df986a0bdf3f58a87b79b0cc8db5c/src/libANGLE/renderer/vulkan/ContextVk.h#620