tree: 5493f38bd21e91c278d41307f0aa53f3c96a7f23 [path history] [tgz]
  1. BUILD.gn
  2. BufferVk.cpp
  3. BufferVk.h
  4. CommandGraph.cpp
  5. CommandGraph.h
  6. CompilerVk.cpp
  7. CompilerVk.h
  8. ContextVk.cpp
  9. ContextVk.h
  10. DeviceVk.cpp
  11. DeviceVk.h
  12. DisplayVk.cpp
  13. DisplayVk.h
  14. FenceNVVk.cpp
  15. FenceNVVk.h
  16. FramebufferVk.cpp
  17. FramebufferVk.h
  18. GlslangWrapperVk.cpp
  19. GlslangWrapperVk.h
  20. ImageVk.cpp
  21. ImageVk.h
  22. MemoryObjectVk.cpp
  23. MemoryObjectVk.h
  24. OverlayVk.cpp
  25. OverlayVk.h
  26. PersistentCommandPool.cpp
  27. PersistentCommandPool.h
  28. ProgramPipelineVk.cpp
  29. ProgramPipelineVk.h
  30. ProgramVk.cpp
  31. ProgramVk.h
  32. QueryVk.cpp
  33. QueryVk.h
  34. README.md
  35. RenderTargetVk.cpp
  36. RenderTargetVk.h
  37. RenderbufferVk.cpp
  38. RenderbufferVk.h
  39. RendererVk.cpp
  40. RendererVk.h
  41. SamplerVk.cpp
  42. SamplerVk.h
  43. SecondaryCommandBuffer.cpp
  44. SecondaryCommandBuffer.h
  45. SemaphoreVk.cpp
  46. SemaphoreVk.h
  47. ShaderVk.cpp
  48. ShaderVk.h
  49. SurfaceVk.cpp
  50. SurfaceVk.h
  51. SyncVk.cpp
  52. SyncVk.h
  53. TextureVk.cpp
  54. TextureVk.h
  55. TransformFeedbackVk.cpp
  56. TransformFeedbackVk.h
  57. UtilsVk.cpp
  58. UtilsVk.h
  59. VertexArrayVk.cpp
  60. VertexArrayVk.h
  61. android/
  62. doc/
  63. fuchsia/
  64. gen_vk_format_table.py
  65. gen_vk_internal_shaders.py
  66. gen_vk_mandatory_format_support_table.py
  67. ggp/
  68. shaders/
  69. vk_cache_utils.cpp
  70. vk_cache_utils.h
  71. vk_caps_utils.cpp
  72. vk_caps_utils.h
  73. vk_ext_provoking_vertex.h
  74. vk_format_map.json
  75. vk_format_table_autogen.cpp
  76. vk_format_utils.cpp
  77. vk_format_utils.h
  78. vk_helpers.cpp
  79. vk_helpers.h
  80. vk_internal_shaders_autogen.cpp
  81. vk_internal_shaders_autogen.gni
  82. vk_internal_shaders_autogen.h
  83. vk_mandatory_format_support_data.json
  84. vk_mandatory_format_support_table_autogen.cpp
  85. vk_utils.cpp
  86. vk_utils.h
  87. vk_wrapper.h
  88. win32/
  89. xcb/
src/third_party/angle/src/libANGLE/renderer/vulkan/README.md

ANGLE: Vulkan Back-end

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:

  • 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.

Back-end Design

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.