Hash :
62a93045
Author :
Date :
2019-12-02T15:19:15
Vulkan: Fix WaW same-layout image transitions These transitions were incorrectly handled by an execution barrier alone, but that's not per spec. Write-after-write hazards always need a memory barrier. Bug: angleproject:3347 Bug: angleproject:3554 Change-Id: Id2d2579888e0b59e589fcdd52416363f2cf5cf97 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1943546 Reviewed-by: Tobin Ehlis <tobine@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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:
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.
Implementation details can be found in the doc directory.