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

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  • Author : Jamie Madill
    Date : 2020-02-25 08:26:23
    Hash : c79b0ea5
    Message : Vulkan: Document command access APIs. Includes a short description of the ContextVk command APIs. Also a few small cleanups to other Vulkan back-end documentation. Bug: angleproject:4029 Change-Id: I3bd04861f27b718e6a94fdae00644c124452bc62 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2070597 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>

  • 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 [`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`.
    
    ## Command recording
    
    The back-end records commands into command buffers via the the following `ContextVk` APIs:
    
     * `endRenderPassAndGetCommandBuffer`: returns a secondary command buffer *outside* a RenderPass instance.
     * `flushAndBeginRenderPass`: returns a secondary command buffer *inside* a RenderPass instance.
     * `flushAndGetPrimaryCommandBuffer`: returns the primary command buffer. You should rarely need this API.
    
    *Note*: All of these commands may write out (aka flush) prior pending commands into a primary
    command buffer. When a RenderPass is open `endRenderPassAndGetCommandBuffer` will flush the
    pending RenderPass commands. `flushAndBeginRenderPass` will flush out pending commands outside a
    RenderPass to a primary buffer. On submit ANGLE submits the primary command buffer to a `VkQueue`.
    
    If you need to record inside a RenderPass, use `flushAndBeginRenderPass`. Otherwise, use
    `endRenderPassAndGetCommandBuffer`. You should rarely need to call `flushAndGetPrimaryCommandBuffer`.
    It's there for commands like debug labels, barriers and queries that need to be recorded serially on
    the primary command buffer.
    
    The back-end usually records Image and Buffer barriers through additional `ContextVk` APIs:
    
     * `onBufferRead` and `onBufferWrite` accumulate `VkBuffer` barriers.
     * `onImageRead` and `onImageWrite` accumulate `VkImage` barriers.
     * `onRenderPassImageWrite` is a special API for write barriers inside a RenderPass instance.
    
    After the back-end records commands to the primary buffer we flush (e.g. on swap) or when we call
    `ContextVk::finishToSerial`.
    
    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.
        ANGLE_TRY(contextVk->onBufferWrite(VK_ACCESS_TRANSFER_WRITE_BIT, destBuffer));
        ANGLE_TRY(contextVk->onBufferRead(VK_ACCESS_TRANSFER_READ_BIT, srcBuffer));
    
        # Get a pointer to a secondary command buffer for command recording. May "flush" the RP.
        vk::CommandBuffer *commandBuffer;
        ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&commandBuffer));
    
        # Record the copy command into the secondary buffer. We're done!
        commandBuffer->copyBuffer(srcBuffer->getBuffer(), destBuffer->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)
    
    [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/+/aa09ca69e4173cb14261e39be3b7bdf56bbd3840/src/libANGLE/renderer/vulkan/ContextVk.h#579