pub struct ComputeCommandRef<'a> { /* private fields */ }Expand description
Recording interface for compute commands.
This structure provides a strongly-typed set of methods which allow compute shader code to be
executed. An instance is provided to the closure argument of
PipelineCommand::record_cmd which may be accessed by binding a ComputePipeline to a
command.
§Examples
Basic usage:
my_graph
.begin_cmd()
.bind_pipeline(&my_compute_pipeline)
.record_cmd(move |cmd| {
// During this closure we have access to the compute functions!
cmd.dispatch(64, 1, 1);
});Implementations§
Source§impl ComputeCommandRef<'_>
impl ComputeCommandRef<'_>
Sourcepub fn dispatch(
&self,
group_count_x: u32,
group_count_y: u32,
group_count_z: u32,
) -> &Self
pub fn dispatch( &self, group_count_x: u32, group_count_y: u32, group_count_z: u32, ) -> &Self
Self::dispatch compute work items.
When the command is executed, a global workgroup consisting of
group_count_x × group_count_y × group_count_z local workgroups is assembled.
§Examples
Basic usage:
#version 450
#pragma shader_stage(compute)
layout(set = 0, binding = 0, std430) restrict writeonly buffer MyBuffer {
uint my_buf[];
};
void main() {
my_buf[0] = 1;
}my_graph
.begin_cmd()
.debug_name("fill my_buf_node with data")
.bind_pipeline(&my_compute_pipeline)
.shader_resource_access(0, my_buf_node, AccessType::ComputeShaderWrite)
.record_cmd(move |cmd| {
cmd.dispatch(128, 64, 32);
});See vkCmdDispatch.
Sourcepub fn dispatch_base(
&self,
base_group_x: u32,
base_group_y: u32,
base_group_z: u32,
group_count_x: u32,
group_count_y: u32,
group_count_z: u32,
) -> &Self
pub fn dispatch_base( &self, base_group_x: u32, base_group_y: u32, base_group_z: u32, group_count_x: u32, group_count_y: u32, group_count_z: u32, ) -> &Self
Self::dispatch_base compute work items with non-zero base values for the workgroup IDs.
When the command is executed, a global workgroup consisting of
group_count_x × group_count_y × group_count_z local workgroups is assembled, with
WorkgroupId values ranging from [base_group*, base_group* + group_count*) in each
component.
Self::dispatch is equivalent to
dispatch_base(0, 0, 0, group_count_x, group_count_y, group_count_z).
See vkCmdDispatchBase.
Sourcepub fn dispatch_indirect(
&self,
args_buf: impl Into<AnyBufferNode>,
args_offset: DeviceSize,
) -> &Self
pub fn dispatch_indirect( &self, args_buf: impl Into<AnyBufferNode>, args_offset: DeviceSize, ) -> &Self
Dispatch compute work items with indirect parameters.
dispatch_indirect behaves similarly to Self::dispatch except that the parameters
are read by the device from args_buf during execution. The parameters of the dispatch are
encoded in a vk::DispatchIndirectCommand structure taken from args_buf starting at
args_offset.
§Examples
Basic usage:
let args = DispatchIndirectCommand {
x: 1,
y: 2,
z: 3,
};
let data = bytes_of(&args);
let usage = vk::BufferUsageFlags::INDIRECT_BUFFER | vk::BufferUsageFlags::STORAGE_BUFFER;
let args_buf = Buffer::create_from_slice(&device, usage, data)?;
let args_buf = my_graph.bind_resource(args_buf);
my_graph
.begin_cmd()
.debug_name("fill my_buf_node with data")
.bind_pipeline(&my_compute_pipeline)
.resource_access(args_buf, AccessType::IndirectBuffer)
.shader_resource_access(0, my_buf_node, AccessType::ComputeShaderWrite)
.record_cmd(move |cmd| {
cmd.dispatch_indirect(args_buf, 0);
});Sourcepub fn push_constants(&self, offset: u32, data: &[u8]) -> &Self
pub fn push_constants(&self, offset: u32, data: &[u8]) -> &Self
Updates push constants.
Push constants represent a high-speed path to modify constant data in pipelines that is expected to outperform memory-backed resource updates.
Push constant values can be updated incrementally, causing shader stages to read the new data for push constants modified by this command, while still reading the previous data for push constants not modified by this command.
§Device limitations
See VkPhysicalDeviceLimits::maxPushConstantsSize
for the limit of the current device. You may also check [gpuinfo.org] for a listing of
reported limits on other devices.
§Examples
Basic usage:
#version 450
#pragma shader_stage(compute)
layout(push_constant) uniform PushConstants {
layout(offset = 0) uint the_answer;
} push_constants;
void main()
{
uint value = push_constants.the_answer;
}my_graph
.begin_cmd()
.debug_name("compute the ultimate question")
.bind_pipeline(&my_compute_pipeline)
.record_cmd(move |cmd| {
cmd
.push_constants(0, &[42])
.dispatch(1, 1, 1);
});See vkCmdPushConstants.
Methods from Deref<Target = CommandRef<'a>>§
Sourcepub fn build_accel_struct(
&self,
infos: &[BuildAccelerationStructureInfo],
) -> &Self
pub fn build_accel_struct( &self, infos: &[BuildAccelerationStructureInfo], ) -> &Self
Build acceleration structures.
There is no ordering or synchronization implied between any of the individual acceleration structure builds.
Requires a scratch buffer which was created with the following requirements:
- Flags must include
vk::BufferUsageFlags::SHADER_DEVICE_ADDRESS - Size must be equal to or greater than the
build_sizevalue returned byAccelerationStructure::size_of, aligned tomin_accel_struct_scratch_offset_alignmentofPhysicalDevice::vk_khr_acceleration_structure.
§Examples
Basic usage:
my_graph.begin_cmd()
.resource_access(index_buf, AccessType::IndexBuffer)
.resource_access(vertex_buf, AccessType::VertexBuffer)
.resource_access(scratch_buf, AccessType::AccelerationStructureBufferWrite)
.resource_access(blas_node, AccessType::AccelerationStructureBuildWrite)
.record_cmd(move |cmd| {
let scratch_addr = cmd.resource(scratch_buf).device_address();
let geom = AccelerationStructureGeometry {
max_primitive_count: 64,
flags: vk::GeometryFlagsKHR::OPAQUE,
geometry: AccelerationStructureGeometryData::Triangles {
index_addr: DeviceOrHostAddress::DeviceAddress(
cmd.resource(index_buf).device_address()
),
index_type: vk::IndexType::UINT32,
max_vertex: 42,
transform_addr: None,
vertex_addr: DeviceOrHostAddress::DeviceAddress(
cmd.resource(vertex_buf).device_address(),
),
vertex_format: vk::Format::R32G32B32_SFLOAT,
vertex_stride: 12,
},
};
let build_range = vk::AccelerationStructureBuildRangeInfoKHR {
first_vertex: 0,
primitive_count: 1,
primitive_offset: 0,
transform_offset: 0,
};
let info = AccelerationStructureGeometryInfo::blas([(geom, build_range)]);
cmd.build_accel_struct(&[
BuildAccelerationStructureInfo::new(blas_node, scratch_addr, info)
]);
});See also:
Sourcepub fn build_accel_struct_indirect(
&self,
infos: &[BuildAccelerationStructureIndirectInfo],
) -> &Self
pub fn build_accel_struct_indirect( &self, infos: &[BuildAccelerationStructureIndirectInfo], ) -> &Self
Builds acceleration structures with some parameters provided on the device.
There is no ordering or synchronization implied between any of the individual acceleration structure builds.
Each BuildAccelerationStructureIndirectInfo::range_base is a buffer device address which
points to an array of vk::AccelerationStructureBuildRangeInfoKHR structures defining
dynamic offsets to the addresses where geometry data is stored.
Sourcepub fn update_accel_struct(
&self,
infos: &[UpdateAccelerationStructureInfo],
) -> &Self
pub fn update_accel_struct( &self, infos: &[UpdateAccelerationStructureInfo], ) -> &Self
Update acceleration structures.
There is no ordering or synchronization implied between any of the individual acceleration structure updates.
Requires a scratch buffer which was created with the following requirements:
- Flags must include
vk::BufferUsageFlags::SHADER_DEVICE_ADDRESS - Size must be equal to or greater than the
update_sizevalue returned byAccelerationStructure::size_of, aligned tomin_accel_struct_scratch_offset_alignmentofPhysicalDevice::vk_khr_acceleration_structure.
Sourcepub fn update_accel_struct_indirect(
&self,
infos: &[UpdateAccelerationStructureIndirectInfo],
) -> &Self
pub fn update_accel_struct_indirect( &self, infos: &[UpdateAccelerationStructureIndirectInfo], ) -> &Self
Updates acceleration structures with some parameters provided on the device.
There is no ordering or synchronization implied between any of the individual acceleration structure updates.
Each UpdateAccelerationStructureIndirectInfo::range_base is a buffer device address
which points to an array of vk::AccelerationStructureBuildRangeInfoKHR structures
defining dynamic offsets to the addresses where geometry data is stored.
Methods from Deref<Target = CommandBuffer>§
Sourcepub fn begin(
&self,
info: &CommandBufferBeginInfo<'_>,
) -> Result<(), DriverError>
pub fn begin( &self, info: &CommandBufferBeginInfo<'_>, ) -> Result<(), DriverError>
Begins recording this command buffer.
This is a thin wrapper around ash::Device::begin_command_buffer that maps Vulkan errors
to DriverError variants.
See vkBeginCommandBuffer.
Sourcepub fn end(&self) -> Result<(), DriverError>
pub fn end(&self) -> Result<(), DriverError>
Ends recording this command buffer.
This is a thin wrapper around ash::Device::end_command_buffer that maps Vulkan errors
to DriverError variants.
See vkEndCommandBuffer.
Sourcepub fn end_render_pass(&self)
pub fn end_render_pass(&self)
Ends recording a render pass.
Sourcepub fn queue_submit(
&self,
queue: Queue,
fence: &mut Fence,
submits: &[SubmitInfo<'_>],
) -> Result<(), DriverError>
pub fn queue_submit( &self, queue: Queue, fence: &mut Fence, submits: &[SubmitInfo<'_>], ) -> Result<(), DriverError>
Submits command buffers to a queue using fence.
This method does not begin, end, or reset self or fence. Callers are expected to
submit only executable command buffers and to manage fence waits and resets as needed.
Typical handling is:
- Begin recording with
Self::begin. - Record commands.
- End recording with
Self::end. - Submit this command buffer with
queue_submit. - Later, check or wait for completion with
Fence::statusorFence::wait. - Before re-submitting this same command buffer, reset the fence with
Fence::reset, then begin recording again.
See vkQueueSubmit.
Sourcepub fn queue_submit2(
&self,
queue: Queue,
fence: &mut Fence,
submits: &[SubmitInfo2<'_>],
) -> Result<(), DriverError>
pub fn queue_submit2( &self, queue: Queue, fence: &mut Fence, submits: &[SubmitInfo2<'_>], ) -> Result<(), DriverError>
Submits command buffers to a queue using vkQueueSubmit2 (Vulkan 1.3 core or
VK_KHR_synchronization2).
See vkQueueSubmit2
and VK_KHR_synchronization2.
Sourcepub fn set_debug_name(&self, name: impl AsRef<str>)
pub fn set_debug_name(&self, name: impl AsRef<str>)
Sets the debugging name assigned to this command buffer.