Hash :
1f5eb6b8
Author :
Date :
2021-11-17T16:42:20
Avoid Android vkEnumerateDeviceExtensionProperties() bug This works around a race-condition during Android start-up, when ANGLE is used as the default GLES driver and when render engine (RE) is using SkiaGL (which uses ANGLE, which uses Vulkan). The race condition occassionally results in different numbers of extensions between ANGLE's first and second calls to vkEnumerateDeviceExtensionProperties(). In that case, the second call would return VK_INCOMPLETE instead of VK_SUCCESS. That caused ANGLE to fail to initialize, causing RE to fail to initialize. This change works around this problem by increasing the number of extensions asked for in the second call to vkEnumerateDeviceExtensionProperties(). Background: Surface Flinger uses Hardware Composer (HWC) for hardware-based composition (e.g. using overlays), and RE for GPU composition (e.g. rendering to combine multiple app and system windows together). SF, RE, and HWC all start about the same time. HWC sets a property if it can support display timing. This gets passed through SF to RE's Vulkan loader. The Vulkan loader uses that property to determine whether to enable the VK_GOOGLE_display_timing extension. The Vulkan loader used to make a synchronous call to SF in vkEnumerateDeviceExtensionProperties() in order to get this property. That took some number of milliseconds to complete and affected the start-up time of every Vulkan/ANGLE app. To eliminate that performance problem, the property now propogates in an asynchronous manner. At that time, it was thought that RE would always get the property in time. However, a partner's experience is that VK_INCOMPLETE is happening 0.5% of the time. ANGLE doesn't need to use the VK_GOOGLE_display_timing extension. This is because the Android EGL loader provides the related EGL_ANDROID_get_frame_timestamps extension. The issue that ANGLE is working around is that it shouldn't fail to initialize in this situation. Bug: angleproject:6715 Bug: b/206733351 Change-Id: I4eb2197cdcc9692518b1bf5984d06fc8a1a7d145 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3290506 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Ian Elliott <ianelliott@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.
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(dstBuffer);
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(), dstBuffer->getBuffer(), copyCount, copies);
More implementation details can be found in the doc directory: