Branch :
# 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`. 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) [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