Hash :
eb68081e
Author :
Date :
2019-08-28T15:28:54
Vulkan: Split Vulkan docs from README.md into doc/ This is in preparation for adding more docs and migrating internal ones. Bug: angleproject:1944 Change-Id: I7aa4d708c9cd6134ef4ded00a82890448988ce9e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1773907 Reviewed-by: Geoff Lang <geofflang@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 is a singleton. RendererVk owns shared global resources like the
[VkDevice][VkDevice], [VkQueue][VkQueue], the Vulkan format tables and
internal Vulkan shaders. The back-end creates a new ContextVk instance
to manage each allocated OpenGL Context. ContextVk processes state changes and handles action
commands like glDrawArrays and glDrawElements.
Implementation details can be found in the doc directory.
# 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) is a singleton. 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 back-end creates a new [ContextVk](ContextVk.cpp) instance
to manage each allocated OpenGL Context. ContextVk processes state changes and handles action
commands like `glDrawArrays` and `glDrawElements`.
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)