Hash :
92cb669b
Author :
Date :
2025-04-03T15:26:42
Manual roll vulkan-deps from 12ef946decd5 to 48f50085fcda (21 revisions) Suppress VUID-vkQueueSubmit-pSignalSemaphores-00067 due to https://github.com/KhronosGroup/Vulkan-ValidationLayers/pull/9840 Manual roll requested by ynovikov@google.com https://chromium.googlesource.com/vulkan-deps.git/+log/12ef946decd5..48f50085fcda Also rolling transitive DEPS: https://chromium.googlesource.com/external/github.com/KhronosGroup/glslang/+log/e57f993cff981c8c3ffd38967e030f04d13781a9..c3d39de93955f884e443c39e9ffecf86e4aac883 https://chromium.googlesource.com/external/github.com/LunarG/VulkanTools/+log/27e60d9cd9d68cfcb6ca597956a4e57ac330413b..9e702e25aa472c8528b49c874a3c03d514df1ede https://chromium.googlesource.com/external/github.com/KhronosGroup/SPIRV-Headers/+log/8c88e0c4c94a21de825efccba5f99a862b049825..8e82b7cfeca98baae9a01a53511483da7194f854 https://chromium.googlesource.com/external/github.com/KhronosGroup/SPIRV-Tools/+log/056e3ed2c7ca7b30aa803685f806de7a2402aa85..4bd1536ed79003a5194a4bd8c9aa2fa17a84c15b https://chromium.googlesource.com/external/github.com/KhronosGroup/Vulkan-ValidationLayers/+log/73d7d74bc979c8a16c823c4eae4ee881153e000a..b2fee806c378105400a1ed4bc4b63ee3c08ddc4e If this roll has caused a breakage, revert this CL and stop the roller using the controls here: https://autoroll.skia.org/r/vulkan-deps-angle-autoroll Please CC angle-team@google.com,romanl@google.com,ynovikov@google.com on the revert to ensure that a human is aware of the problem. To file a bug in ANGLE: https://bugs.chromium.org/p/angleproject/issues/entry To report a problem with the AutoRoller itself, please file a bug: https://issues.skia.org/issues/new?component=1389291&template=1850622 Documentation for the AutoRoller is here: https://skia.googlesource.com/buildbot/+doc/main/autoroll/README.md Bug: angleproject:408190758 Change-Id: I835d826a71590c788c29cecd7958951e5b648df8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6430461 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
ANGLE’s Vulkan back-end implementation lives in this folder.
Vulkan is an explicit graphics API. Compared to APIs like OpenGL or D3D11 explicit APIs can offer a number of significant benefits:
The vk::Renderer class represents an EGLDisplay. vk::Renderer 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.
A render pass has three states: unstarted, started and active (we call it active in short),
started but inactive (we call it inactive in short). 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. onRenderPassFinished: Puts render pass into inactive state where you can not record more
commands into secondary command buffer, except in some special cases where ANGLE does some
optimization internally. flushCommandsAndEndRenderPassWithoutSubmit: Marks the end of render pass. It flushes secondary
command buffer into vulkan’s primary command buffer, puts secondary command buffer back to
unstarted state and then goes into recycler for reuse.
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
vk::Renderer::finishQueueSerial, ANGLE submits the primary command buffer to a VkQueue.
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.
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);
More implementation details can be found in the doc directory: