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     23 
     24 
     25 
     26 <p>Android 7.0 adds support for
     27 <a href="https://www.khronos.org/vulkan/">Vulkan</a>, a low-overhead,
     28 cross-platform API for high-performance 3D graphics. Like OpenGL ES, Vulkan
     29 provides tools for creating high-quality, real-time graphics in applications.
     30 Vulkan advantages include reductions in CPU overhead and support for the
     31 <a href="https://www.khronos.org/spir">SPIR-V Binary Intermediate</a> language.
     32 </p>
     33 
     34 <p>System on chip vendors (SoCs) such as GPU Independent Hardware Vendors (IHVs)
     35 can write Vulkan drivers for Android; OEMs simply need to integrate these
     36 drivers for specific devices. For details on how a Vulkan driver interacts with
     37 the system, how GPU-specific tools should be installed, and Android-specific
     38 requirements, see <a href="/devices/graphics/implement-vulkan.html">Implementing
     39 Vulkan.</a></p>
     40 
     41 <p>Application developers can take advantage of Vulkan to create apps that
     42 execute commands on the GPU with significantly reduced overhead. Vulkan also
     43 provides a more direct mapping to the capabilities found in current graphics
     44 hardware, minimizing opportunities for driver bugs and reducing developer
     45 testing time (e.g. less time required to troubleshoot Vulkan bugs).</p>
     46 
     47 <p>For general information on Vulkan, refer to the
     48 <a href="http://khr.io/vulkanlaunchoverview">Vulkan Overview</a> or see the list
     49 of <a href="#resources">Resources</a> below.</p>
     50 
     51 <h2 id=vulkan_components>Vulkan components</h2>
     52 <p>Vulkan support includes the following components:</p>
     53 <p><img src="/devices/graphics/images/ape_graphics_vulkan.png"></p>
     54 <p class=img-caption>Figure 1: Vulkan components</p>
     55 
     56 <ul>
     57 <li><strong>Vulkan Validation Layers</strong> (<em>provided in the Android
     58 NDK</em>). A set of libraries used by developers during the development of
     59 Vulkan apps. The Vulkan runtime library and the Vulkan driver from graphics
     60 vendors do not contain runtime error-checking to keep Vulkan runtime efficient.
     61 Instead, the validation libraries are used (only during development) to find
     62 errors in an application's use of the Vulkan API. The Vulkan Validation
     63 libraries are linked into the app during development and perform this error
     64 checking. After all API usage issues are found, the aplication no longer needs
     65 to include these libraries in the app.</li>
     66 <li><strong>Vulkan Runtime </strong><em>(provided by Android)</em>. A native
     67 library <code>(libvulkan.so</code>) that provides a new public native API
     68 called <a href="https://www.khronos.org/vulkan">Vulkan</a>. Most functionality
     69 is implemented by a driver provided by the GPU vendor; the runtime wraps the
     70 driver, provides API interception capabilities (for debugging and other
     71 developer tools), and manages the interaction between the driver and platform
     72 dependencies such as BufferQueue.</li>
     73 <li><strong>Vulkan Driver </strong><em>(provided by SoC)</em>. Maps the Vulkan
     74 API onto hardware-specific GPU commands and interactions with the kernel
     75 graphics driver.</li>
     76 </ul>
     77 
     78 <h2 id=modified_components>Modified components</h2>
     79 <p>Android 7.0 modifies the following existing graphics components to support
     80 Vulkan:</p>
     81 
     82 <ul>
     83 <li><strong>BufferQueue</strong>. The Vulkan Runtime interacts with the existing
     84 BufferQueue component via the existing <code>ANativeWindow</code> interface.
     85 Includes minor modifications (new enum values and new methods) to
     86 <code>ANativeWindow</code> and BufferQueue, but no architectural changes.</li>
     87 <li><strong>Gralloc HAL</strong>. Includes a new, optional interface for
     88 discovering whether a given format can be used for a particular
     89 producer/consumer combination without actually allocating a buffer.</li>
     90 </ul>
     91 
     92 <p>For details on these components, see
     93 <a href="/devices/graphics/arch-bq-gralloc.html">BufferQueue and
     94 gralloc</a> (for details on <code>ANativeWindow</code>, see
     95 <a href="/devices/graphics/arch-egl-opengl.html">EGLSurface and OpenGL
     96 ES</a>).
     97 
     98 <h2 id=apis>Vulkan API</h2>
     99 <p>The Android platform includes an
    100 <a href="https://developer.android.com/ndk/guides/graphics/index.html">Android-specific
    101 implementation</a> of the <a href="https://www.khronos.org/vulkan/">Vulkan API
    102 specification</a> from the Khronos Group. Android applications must use the
    103 <a href="/devices/graphics/implement-vulkan.html#wsi">Window System
    104 Integration (WSI) extensions</a> to output their rendering.</p>
    105 
    106 <h2 id=resources>Resources</h2>
    107 <p>Use the following resources to learn more about Vulkan:</p>
    108 <ul>
    109 
    110 <li>
    111 <a href="https://android.googlesource.com/platform/frameworks/native/+/master/vulkan/#">Vulkan
    112 Loader </a>(libvulkan.so) at <code>platform/frameworks/native/vulkan</code>.
    113 Contains Android's Vulkan loader, as well as some Vulkan-related tools useful to
    114 platform developers.</li>
    115 
    116 <li><a href="https://android.googlesource.com/platform/frameworks/native/+/master/vulkan/doc/implementors_guide/implementors_guide.html">Vulkan
    117 Implementor's Guide</a>. Intended for GPU IHVs writing Vulkan drivers for
    118 Android and OEMs integrating those drivers for specific devices. It describes
    119 how a Vulkan driver interacts with the system, how GPU-specific tools should be
    120 installed, and Android-specific requirements.</li>
    121 
    122 <li><a href="https://developer.android.com/ndk/guides/graphics/index.html">Vulkan
    123 Graphics API Guide</a>. Includes information on getting started with using
    124 Vulkan in an Android app, details on Vulkan design guidelines on the Android
    125 platform, how to use Vulkan's shader compilers, and how to use use validation
    126 layers to help assure stability in apps using Vulkan.</li>
    127 
    128 <li><a href="https://www.khronos.org/#slider_vulkan">Vulkan News</a>. Covers
    129 events, patches, tutorials, and more Vulkan-related news articles.</li>
    130 </ul>
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