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OpenGL Interop

By Martin-Karl Lefrançois

This blog is an introduction to OpenGL and Vulkan interop. The goal is to explain how to mix Vulkan and OpenGL in the same application. In a nutshell, to achieve this, all objects are allocated in Vulkan, but rendered with OpenGL.

Topics covered:

  • Managing OpenGL memory from Vulkan
  • Interoperability OGL <==> VK
  • Semaphores

Screenshot

Interop Paradigm

For OpenGL to work with Vulkan, it is important that all memory objects (buffers) are allocated in Vulkan. A handle of that memory needs to be retrieved which is used to create the OpenGL element. This new OpenGL object is pointing to the exact same memory location as the Vulkan one, meaning that changes through either API are visible on both sides.

In the current example, we will deal with two memory objects:

  • Vertices: holding the triangle objects
  • Image: the pixels of the image

Another important aspect is the synchronization between OpenGL and Vulkan. This topic will be discussed in detail in the section Semaphores.

Screenshot

Prerequisite

Vulkan Instance and Device

A Vulkan Instance and a Device must be created to be able to create and allocate memory buffers on a physical device.

In the example (main.cpp), Vulkan Instance is created calling createInstance(). To create the Vulkan Device, we do not need a surface since we will not draw anything using Vulkan. We are creating using createDevice() and using the first device(GPU) on the computer.

Vulkan Extensions

Before being able to start allocating Vulkan buffers and using semaphores, Vulkan needs to have extensions enabled to be able to make the export of objects working.

Instance extensions through requireExtensions:

  • VK_KHR_EXTERNAL_MEMORY_CAPABILITIES_EXTENSION_NAME
  • VK_KHR_EXTERNAL_SEMAPHORE_CAPABILITIES_EXTENSION_NAME

For the creation of the Device through, extensions are set with requireDeviceExtensions:

  • VK_KHR_EXTERNAL_MEMORY_EXTENSION_NAME
  • VK_KHR_EXTERNAL_MEMORY_WIN32_EXTENSION_NAME
  • VK_KHR_EXTERNAL_SEMAPHORE_EXTENSION_NAME
  • VK_KHR_EXTERNAL_SEMAPHORE_WIN32_EXTENSION_NAME

OpenGL

For OpenGL we are using OpenGL 4.5 and need the extensions EXT_external_objects and GL_EXT_semaphore

Here are the extra functions we are using:

  • glCreateMemoryObjectsEXT
  • glImportMemoryWin32HandleEXT
  • glNamedBufferStorageMemEXT
  • glTextureStorageMem2DEXT
  • glSignalSemaphoreEXT
  • glWaitSemaphoreEXT

Vulkan Allocation

When allocating a Vulkan buffer, it is required to use the ExportMemoryAllocation extension.

In this example, we are using a simple Vulkan memory allocator. This allocator is doing dedicated allocation, one memory allocation per buffer. This is not the recommended way, it would be better to allocate larger memory block and bind buffers to some memory sections, but it is fine for the purpose of this example.

Form this dedicated Vulkan memory allocator(AllocatorDedicated), we have derived it (AllocatorVkExport) to export all memory allocation. See (nvpro-samples\nvpro_core\nvvkpp\allocator_dedicated_vkpp.hpp)

Normally, the memory allocation is done like this:

  virtual vk::DeviceMemory AllocateMemory(vk::MemoryAllocateInfo& allocateInfo)
  {
    return m_device.allocateMemory(allocateInfo);
  }

But since we want to flag this to memory be exported, we have overridden the function and setting to the pNext, the required information.

  vk::DeviceMemory AllocateMemory(vk::MemoryAllocateInfo& allocateInfo) override
  {
    vk::ExportMemoryAllocateInfo memoryHandleEx(vk::ExternalMemoryHandleTypeFlagBits::eOpaqueWin32);
    allocateInfo.setPNext(&memoryHandleEx);  // <-- Enabling Export
    return m_device.allocateMemory(allocateInfo);
  }

Having this done, we will have an exportable handle type for a device memory object.

!!! note This must be done for all memory objects that need to be visible for both Vulkan and OpenGL.

!!! warn Best Memory Usage Practice We have used a very simplistic approach, for better usage of memory, see this blog.

OpenGL Handle and Memory Object

To retrieve the memory object for OpenGL, we must get the memory HANDLE. See file: gl_vkpp.hpp

Note: the Vulkan buffer structure was extended to hold the OpenGL information

// #VKGL Extra for Interop
struct BufferVkGL : public Buffer
{
  HANDLE handle       = nullptr;  // The Win32 handle
  GLuint memoryObject = 0;        // OpenGL memory object
  GLuint oglId        = 0;        // OpenGL object ID
};
  // #VKGL:  Get the share Win32 handle between Vulkan and OpenGL
  bufGl.handle = device.getMemoryWin32HandleKHR(
					{bufGl.bufVk.allocation, vk::ExternalMemoryHandleTypeFlagBits::eOpaqueWin32});

With the HANDLE we can retrieve the equivalent OpenGL memory object.

  // Get the OpenGL Memory object
  glCreateMemoryObjectsEXT(1, &bufGl.memoryObject);
  auto req     = device.getBufferMemoryRequirements(bufGl.bufVk.buffer);
  glImportMemoryWin32HandleEXT(bufGl.memoryObject, req.size, GL_HANDLE_TYPE_OPAQUE_WIN32_EXT, bufGl.handle);

OpenGL Memory Binding

To use the retrieved OpenGL memory object, you must create the buffer then link it using the External Memory Object extension.

In Vulkan we bind memory to our resources, in OpenGL we can create new resources from a range within imported memory, or we can attach existing resources to use that memory via NV_memory_attachment.

  glCreateBuffers(1, &bufGl.oglId);
  glNamedBufferStorageMemEXT(bufGl.oglId, req.size, bufGl.memoryObject, 0);

At this point, m_bufferVk is sharing the data that was allocated in Vulkan.

OpenGL Images

For images, everything is done the same way as for buffers. The memory allocation information needs to know to export the object, therefore the allocation is also adding the memoryHandleEx to memAllocInfo.pNext.

In this example, a compute shader in Vulkan is creating an image. That image is converted to OpenGL in the function createTextureGL.

The handle for the texture is retrieved with:

  // Retrieving the memory handle
  texGl.handle = device.getMemoryWin32HandleKHR({texGl.texVk.allocation, vk::ExternalMemoryHandleTypeFlagBits::eOpaqueWin32}, d);

The buffer containing the image will done like for buffers

  // Create a 'memory object' in OpenGL, and associate it with the memory allocated in Vulkan
  glCreateMemoryObjectsEXT(1, &texGl.memoryObject);
  auto req = device.getImageMemoryRequirements(texGl.texVk.image);
  glImportMemoryWin32HandleEXT(texGl.memoryObject, req.size, GL_HANDLE_TYPE_OPAQUE_WIN32_EXT, texGl.handle);

Finally, the texture will be created using the memory object

  glCreateTextures(GL_TEXTURE_2D, 1, &texGl.oglId);
  glTextureStorageMem2DEXT(texGl.oglId, texGl.mipLevels, format, texGl.imgSize.width, texGl.imgSize.height, texGl.memoryObject, 0);

Semaphores

As we are creating an image through Vulkan and displaying it with OpenGL, it is necessary to synchronize the two environments. Semaphores will be used in Vulkan to wait for OpenGL that it can start generating the image, then it will signal OpenGL when the image is ready. OpenGL is signaling Vulkan and waiting for its signal before displaying the image.

                                                           
  +------------+                             +------------+
  | GL Context | signal               wait   | GL Context |
  +------------+     |                  ^    +------------+
                     v  +-----------+   |                  
                   wait |Vk Context | signal               
                        +-----------+                      

Those semaphores are created in Vulkan, and as previously, the OpenGL version will be retrieved.

struct Semaphores
{
  vk::Semaphore vkReady;
  vk::Semaphore vkComplete;
  GLuint        glReady;
  GLuint        glComplete;
} m_semaphores;

This is the handle informing the creation of the semaphore to get exported.

auto handleType = vk::ExternalSemaphoreHandleTypeFlagBits::eOpaqueWin32;

The creation of the semaphores needs to have the export object information.

vk::ExportSemaphoreCreateInfo esci{ handleType };
vk::SemaphoreCreateInfo       sci;
sci.pNext = &esci;
m_semaphores.vkReady = m_device.createSemaphore (sci);
m_semaphores.vkComplete = m_device.createSemaphore (sci);

The conversion to OpenGL will be done the following way:

// Import semaphores
HANDLE hglReady = m_device.getSemaphoreWin32HandleKHR({ m_semaphores.vkReady, handleType }, 
                                                       m_dynamicDispatch);
HANDLE hglComplete = m_device.getSemaphoreWin32HandleKHR({ m_semaphores.vkComplete, handleType }, 
                                                         m_dynamicDispatch);
glGenSemaphoresEXT (1, &m_semaphores.glReady);
glGenSemaphoresEXT (1, &m_semaphores.glComplete);
glImportSemaphoreWin32HandleEXT (m_semaphores.glReady, 
                                 GL_HANDLE_TYPE_OPAQUE_WIN32_EXT, hglReady);
glImportSemaphoreWin32HandleEXT (m_semaphores.glComplete, 
                                 GL_HANDLE_TYPE_OPAQUE_WIN32_EXT, hglComplete);

Animation

Since the Vulkan memory for the vertex buffer was allocated using the flags:

VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT

vk::MemoryPropertyFlagBits::eHostVisible | vk::MemoryPropertyFlagBits::eHostCoherent

We can easily update the buffer doing the following:

g_vertexDataVK[0].pos.x = sin(t);
g_vertexDataVK[1].pos.y = cos(t);
g_vertexDataVK[2].pos.x = -sin(t);
memcpy(m_vkBuffer.mapped, g_vertexDataVK.data(), g_vertexDataVK.size() * sizeof(Vertex));

Note we use a host-visible buffer for the sake of simplicity, at the expense of efficiency. For best performance the geometry would need to be uploaded to device-local memory through a staging buffer.

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Display an image created by Vulkan compute shader, with OpenGL

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