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  • Hash : 7bda9d73
    Author : Lubosz Sarnecki
    Date : 2021-10-22T11:53:20

    DisplayVkAndroid: Always expose EGL_RECORDABLE_ANDROID.
    
    Expose EGL_RECORDABLE_ANDROID in the config for all Vulkan drivers
    on Android to provide app compatiblity with "My Talking Tom 2" and
    "My Talking Tom Friends".
    
    Don't require config to be unavailable in EGLRecordableTest and request
    a config with EGL_RECORDABLE_ANDROID enabled, but do not check for
    results.
    
    Bug: angleproject:6612
    Change-Id: I25113b7c7f9a4a3b13dc625f01d96ba91cb3c6d7
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3237001
    Commit-Queue: Lubosz Sarnecki <lubosz.sarnecki@collabora.com>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Cody Northrop <cnorthrop@google.com>
    

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  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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    Github

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    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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  • README.md

  • ANGLE: Vulkan Back-end

    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.

    Back-end Design

    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.

    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 ContextVk::finishToSerial, ANGLE submits the primary command buffer to a VkQueue.

    See the code 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::CommandBuffer *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: