tree: 9fd48e89988afb66ac94daf35883b6959d18d0bf [path history] [tgz]
  1. android/
  2. doc/
  3. fuchsia/
  4. shaders/
  5. win32/
  6. xcb/
  7. BufferVk.cpp
  8. BufferVk.h
  9. CommandGraph.cpp
  10. CommandGraph.h
  11. CompilerVk.cpp
  12. CompilerVk.h
  13. ContextVk.cpp
  14. ContextVk.h
  15. DeviceVk.cpp
  16. DeviceVk.h
  17. DisplayVk.cpp
  18. DisplayVk.h
  19. FenceNVVk.cpp
  20. FenceNVVk.h
  21. FramebufferVk.cpp
  22. FramebufferVk.h
  23. gen_vk_format_table.py
  24. gen_vk_internal_shaders.py
  25. gen_vk_mandatory_format_support_table.py
  26. GlslangWrapper.cpp
  27. GlslangWrapper.h
  28. ImageVk.cpp
  29. ImageVk.h
  30. MemoryObjectVk.cpp
  31. MemoryObjectVk.h
  32. OverlayVk.cpp
  33. OverlayVk.h
  34. PersistentCommandPool.cpp
  35. PersistentCommandPool.h
  36. ProgramPipelineVk.cpp
  37. ProgramPipelineVk.h
  38. ProgramVk.cpp
  39. ProgramVk.h
  40. QueryVk.cpp
  41. QueryVk.h
  42. README.md
  43. RenderbufferVk.cpp
  44. RenderbufferVk.h
  45. RendererVk.cpp
  46. RendererVk.h
  47. RenderTargetVk.cpp
  48. RenderTargetVk.h
  49. SamplerVk.cpp
  50. SamplerVk.h
  51. SecondaryCommandBuffer.cpp
  52. SecondaryCommandBuffer.h
  53. SemaphoreVk.cpp
  54. SemaphoreVk.h
  55. ShaderVk.cpp
  56. ShaderVk.h
  57. SurfaceVk.cpp
  58. SurfaceVk.h
  59. SyncVk.cpp
  60. SyncVk.h
  61. TextureVk.cpp
  62. TextureVk.h
  63. TransformFeedbackVk.cpp
  64. TransformFeedbackVk.h
  65. UtilsVk.cpp
  66. UtilsVk.h
  67. VertexArrayVk.cpp
  68. VertexArrayVk.h
  69. vk_cache_utils.cpp
  70. vk_cache_utils.h
  71. vk_caps_utils.cpp
  72. vk_caps_utils.h
  73. vk_format_map.json
  74. vk_format_table_autogen.cpp
  75. vk_format_utils.cpp
  76. vk_format_utils.h
  77. vk_helpers.cpp
  78. vk_helpers.h
  79. vk_internal_shaders_autogen.cpp
  80. vk_internal_shaders_autogen.gni
  81. vk_internal_shaders_autogen.h
  82. vk_mandatory_format_support_data.json
  83. vk_mandatory_format_support_table_autogen.cpp
  84. vk_utils.cpp
  85. vk_utils.h
  86. vk_wrapper.h
Source/ThirdParty/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 is a singleton. RendererVk owns shared global resources like the [VkDevice][VkDevice], [VkQueue][VkQueue], the Vulkan format tables and internal Vulkan shaders. The back-end creates a new ContextVk instance to manage each allocated OpenGL Context. ContextVk processes state changes and handles action commands like glDrawArrays and glDrawElements.

Implementation details can be found in the doc directory.