Hash :
77637f2d
Author :
Date :
2021-02-19T15:18:52
Vulkan: Generate xfb support code in SPIR-V for emulation path This change moves the code generation at link time from source code to SPIR-V. As a result, transform feedback extension and emulation paths are more similarly handled before SPIR-V transformation (they both store information identically in the ShaderInterfaceVariableInfoMap). This change gets rid of the @@ XFB-OUT @@ marker. With no source code generation at link time, shader compilation can be moved to glCompileShader time. Bug: angleproject:4888 Change-Id: I8cdb89c22b57ce48cf5d226b8e41622d9d550d46 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2713269 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
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.
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.
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(destBuffer);
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(), destBuffer->getBuffer(), copyCount, copies);
More implementation details can be found in the doc directory: