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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>
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 vk::Renderer class represents an EGLDisplay. vk::Renderer 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.
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 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(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);
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 [`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