tree: e4f25c8cdd8c4e715e593559a8c805ff7d409d26 [path history] [tgz]
  1. cmd-buf-benchmark/
  2. common/
  3. driver-tests/
  4. example/
  5. fuchsia/
  6. glfw/
  7. meta/
  8. test/
  9. transaction-elimination-test/
  10. BUILD.gn
  11. README.md
  12. VkLayer_override.json
src/graphics/examples/vkproto/README.md

VkProto

A cross platform vulkan prototyping template for validation of Magma drivers and prototyping vulkan logic.

Overview

VkProto is a prototyping template application for vulkan development on Fuchsia. It serves:

  • As an easy way to do Vulkan-based code prototyping.

  • As a cross-platform (Fuchsia / Linux / macOS) vulkan-based template that can be used to compare the rendering output of all the respective renderers as a debugging and development aid.

  • As an introductory how-to for Vulkan development.

  • As the basis for golden-image-based testing of Magma drivers w/ skia-gold.

It was written to codify and encapsulate the central idioms of Vulkan to facilitate a better understanding of the Vulkan API.

VkProto reveals dependencies between different Vulkan constructs, in its simplest form, by reviewing the constructor arguments of each of the classes to understand what it is they depend on to be fully initialized.

Design

Object Design

Operationally, aside from any educational value, VkProto objects defined within the vkp namespace serve as boilerplate vulkan state initializers.

Some class define and expose an std::shared_ptr to its underlying type. As such, the vkp:: container can be used to initialize the underlying vk:: container, and then fall away and be freed when no longer in use.

Constructors of objects within the vkp:: namespace have dependencies on vk:: types only to allow customization of the vulkan pipeline wherever desired.

Initialization

Init() methods are a central theme within the classes. These methods do the lion's share of the work to initialize any given instance. This simplifies constructors and allows deferred loading strategies to better manage start-up time.

It is the responsibility of the Init() methods to release initialization parameters (“InitParams”) that are constructed in the constructors of each of the classes that rely on them. These are temporary parameters that contain state that exist between object construction through the end of the call to Init() on that object. InitParams are expected to have no subsequent use beyond initializing the object.

frag.spv and vert.spv were compiled using LunarG's glslangValidator app on debian.

Customization

Builder Pattern

For some vkp:: classes such as vkp::Instance, having a builder pattern for non-default state is warranted because initialization does not heavily depend on other ivars that are part of the vkp:: objects definition.

vkp::CommandBuffers is a good example of when a builder pattern is less desirable. It depends on vk::Framebuffer, vk::Renderpass, vk::CommandPool and vk::Pipeline. Initialization of a command buffer requiring references to all of these dependencies is messy and adds little value over just defining the raw vk::CommandBuffers outside of vkp:: conventions.

Class Dependencies

Further motivation for defining and exposing underlying vk:: types as std::shared_ptrs is to allow better customization of the vulkan pipeline. Anywhere a std::shared_ptr type is used as a dependency during construction provides orthogonality from vkp:: types and simplifies customization of the vulkan pipeline.

Note that vkp::PhysicalDevice and its underlying vk::PhysicalDevice ivar is derived from and requires the existence of the vk::Instance that was required to instantiate it. Undefined behavior will result if the vk::PhysicalDevice is referenced after the vk::Instance required to create is destroyed.

Platform Specifics

When presentable (onscreen) surfaces are required, platform specifics come into play. VkProto uses GLFW to provide surface management on non-Fuchsia platforms and image pipe for surface management on Fuchsia. When GLFW is required, USE_GLFW must be defined in the build.

For a linux host build, vkproto must be invoked from the build directory in order for vkproto to locate its shader files e.g.: out/default/host_x64/vkproto.