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kc3-lang/angle/src/libANGLE/renderer/vulkan/README.md

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  • Author : Shahbaz Youssefi
    Date : 2024-03-14 12:58:56
    Hash : 60aaf4a0
    Message : Vulkan: Move renderer to namespace vk This class is agnostic of EGL. This change moves it to namespace vk for use with the OpenCL implementation Bug: angleproject:8564 Change-Id: I57f7807d6af8b3d5d7f8efbaf8b5d537a930f881 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5371324 Reviewed-by: Austin Annestrand <a.annestrand@samsung.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/libANGLE/renderer/vulkan/README.md
  • # 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 [`vk::Renderer`](vk::Renderer.cpp) class represents an `EGLDisplay`. `vk::Renderer` 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`.
    
    ## Command recording
    
    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][CommandAPIs] 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::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);
    ```
    
    ## Additional Reading
    
    More 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)
    - [Deferred Clears](doc/DeferredClears.md)
    - [Queries](doc/Queries.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
    [CommandAPIs]: https://chromium.googlesource.com/angle/angle/+/df31624eaf3df986a0bdf3f58a87b79b0cc8db5c/src/libANGLE/renderer/vulkan/ContextVk.h#620