Hash :
4b7bac78
Author :
Date :
2020-02-15T12:17:12
Vulkan: Throttle when way ahead of device. This CL adds a fence wait when we get more than 100 serials behind the device. This fixes an ASSERT when unit tests or offscreen performance tests get way ahead of the device. Bug: angleproject:3630 Bug: angleproject:4281 Change-Id: I90f9af1b2ceb2b1cd9f2f638d6d84caaeeb83bb1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2057351 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Ian Elliott <ianelliott@google.com> 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.
Implementation details can be found in the doc directory.