kc3-lang/angle/src/libANGLE/renderer/vulkan/doc/TransformFeedbackViaExtension.md

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Transform Feedback via extension

Outline

ANGLE emulates transform feedback using the vertexPipelineStoresAndAtomics features in Vulkan. But some GPU vendors do not support these atomics. Also the emulation becomes more difficult in GLES 3.2. Therefore ANGLE must support using the VK_EXT_transform_feedback extension .

But some GPU vendor does not support this feature, So we need another implementation using VK_EXT_transform_feedback.

We also expect a performance gain when we use this extension.

Implementation of Pause/Resume using CounterBuffer

The Vulkan extension does not provide separate APIs for glPauseTransformFeedback / glEndTransformFeedback.

Instead, Vulkan introduced Counter buffers in vkCmdBeginTransformFeedbackEXT / vkCmdEndTransformFeedbackEXT as API parameters.

To pause, we call vkCmdEndTransformFeedbackEXT and provide valid buffer handles in the pCounterBuffers array and valid offsets in the pCounterBufferOffsets array for the implementation to save the resume points.

Then to resume, we call vkCmdBeginTransformFeedbackEXT with the previous pCounterBuffers and pCounterBufferOffsets values.

Between the pause and resume there needs to be a memory barrier for the counter buffers with a source access of VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT at pipeline stage VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT to a destination access of VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT at pipeline stage VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT.

Implementation of glTransformFeedbackVaryings

There is no equivalent function for glTransformFeedbackVaryings in Vulkan. The Vulkan specification states that the last vertex processing stage shader must be declared with the XFB execution mode.

So we need to modify gl shader code to have transform feedback qualifiers. The glsl code will be converted proper SPIR-V code.

we add the below layout qualifier for built-in XFB varyings.

out gl_PerVertex

{

layout(xfb_buffer = buffer_num, xfb_offset = offset, xfb_stride = stride) varying_type varying_name;

}

And for user xfb varyings.

layout(xfb_buffer = buffer_num, xfb_offset = offset, xfb_stride = stride, location = num )
out varying_type varying_name;

There are some corner cases we should handle.

If more than 2 built-in varyings are used in the shader, and only one varying is declared as a transformFeedback varying, we can generate a layout qualifier like this.

out gl_PerVertex

{

layout(xfb_buffer = buffer_num, xfb_offset = offset, xfb_stride = stride) varying_type varying_name1;

varying_type varying_name2;

...

}

ANGLE modifies gl_position.z in vertex shader for the Vulkan coordinate system. So, if we capture the value of ‘gl_position’ in the XFB buffer, the captured values will be incorrect.

To resolve this, we declare user declare an internal position varying and copy the value from ‘gl_position’. We capture the internal position varying during transform feedback operation.

layout(xfb_buffer = buffer_num, xfb_offset = offset, xfb_stride = stride, location = num )
out vec4 xfbANGLEPosition;

....

void main(){

...

xfbANGLEPosition = gl_Position;
(gl_Position.z = ((gl_Position.z + gl_Position.w) * 0.5));
}

Source

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