Hash :
f691b3b5
Author :
Date :
2020-12-02T13:11:54
Vulkan: Support PrimitivesGenerated query This query uses the Vulkan transform feedback extension. In GL, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN and GL_PRIMITIVES_GENERATED queries can be independently begun/ended. However, Vulkan requires that queries from pools of the same type can only be active one at a time. This forbids the two GL queries from being handled by two VK queries when they are simultaneously begun. This change makes these queries share their QueryHelper objects. The Vulkan transform feedback queries unconditionally retrieve both results anyway, so this is just a matter of making sure the two GL queries are merged as one when they are simultaneously used. The change fixes a number of issues as collateral: - TransformFeedbackPrimitivesWritten queries when !emulated were not released - Stashed queries were never released - If no render pass is open when a query ends, then getResult(no_wait) ended up waiting Bug: angleproject:5404 Change-Id: I8ce13ea76ffd31b3152ded7c713c6466d0315504 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2573580 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Jamie Madill <jmadill@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 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:
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# 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 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][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(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);
```
## 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