tree: 30b1ef5428e7ae417a23e4828582d395f356336e [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. DisplayVk_api.h
  15. FenceNVVk.cpp
  16. FenceNVVk.h
  17. FramebufferVk.cpp
  18. FramebufferVk.h
  19. GlslangWrapperVk.cpp
  20. GlslangWrapperVk.h
  21. ImageVk.cpp
  22. ImageVk.h
  23. MemoryObjectVk.cpp
  24. MemoryObjectVk.h
  25. OverlayVk.cpp
  26. OverlayVk.h
  27. PersistentCommandPool.cpp
  28. PersistentCommandPool.h
  29. ProgramPipelineVk.cpp
  30. ProgramPipelineVk.h
  31. ProgramVk.cpp
  32. ProgramVk.h
  33. QueryVk.cpp
  34. QueryVk.h
  35. README.md
  36. RenderTargetVk.cpp
  37. RenderTargetVk.h
  38. RenderbufferVk.cpp
  39. RenderbufferVk.h
  40. RendererVk.cpp
  41. RendererVk.h
  42. SamplerVk.cpp
  43. SamplerVk.h
  44. SecondaryCommandBuffer.cpp
  45. SecondaryCommandBuffer.h
  46. SemaphoreVk.cpp
  47. SemaphoreVk.h
  48. ShaderVk.cpp
  49. ShaderVk.h
  50. SurfaceVk.cpp
  51. SurfaceVk.h
  52. SyncVk.cpp
  53. SyncVk.h
  54. TextureVk.cpp
  55. TextureVk.h
  56. TransformFeedbackVk.cpp
  57. TransformFeedbackVk.h
  58. UtilsVk.cpp
  59. UtilsVk.h
  60. VertexArrayVk.cpp
  61. VertexArrayVk.h
  62. android/
  63. doc/
  64. fuchsia/
  65. gen_vk_format_table.py
  66. gen_vk_internal_shaders.py
  67. gen_vk_mandatory_format_support_table.py
  68. ggp/
  69. mac/
  70. shaders/
  71. vk_cache_utils.cpp
  72. vk_cache_utils.h
  73. vk_caps_utils.cpp
  74. vk_caps_utils.h
  75. vk_ext_provoking_vertex.h
  76. vk_format_map.json
  77. vk_format_table_autogen.cpp
  78. vk_format_utils.cpp
  79. vk_format_utils.h
  80. vk_helpers.cpp
  81. vk_helpers.h
  82. vk_internal_shaders_autogen.cpp
  83. vk_internal_shaders_autogen.gni
  84. vk_internal_shaders_autogen.h
  85. vk_mandatory_format_support_data.json
  86. vk_mandatory_format_support_table_autogen.cpp
  87. vk_utils.cpp
  88. vk_utils.h
  89. vk_wrapper.h
  90. win32/
  91. 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.