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// Copyright (c) 2016 The vulkano developers // Licensed under the Apache License, Version 2.0 // <LICENSE-APACHE or // https://www.apache.org/licenses/LICENSE-2.0> or the MIT // license <LICENSE-MIT or https://opensource.org/licenses/MIT>, // at your option. All files in the project carrying such // notice may not be copied, modified, or distributed except // according to those terms. //! Commands that the GPU will execute (includes draw commands). //! //! With Vulkan, before the GPU can do anything you must create a `CommandBuffer`. A command buffer //! is a list of commands that will executed by the GPU. Once a command buffer is created, you can //! execute it. A command buffer must always be created even for the most simple tasks. //! //! # Primary and secondary command buffers. //! //! There are three types of command buffers: //! //! - **Primary command buffers**. They can contain any command. They are the only type of command //! buffer that can be submitted to a queue. //! - **Secondary "graphics" command buffers**. They can only contain draw and clear commands. //! They can only be called from a primary command buffer when inside a render pass. //! - **Secondary "compute" command buffers**. They can only contain non-render-pass-related //! commands (ie. everything but drawing, clearing, etc.) and cannot enter a render pass. They //! can only be called from a primary command buffer outside of a render pass. //! //! Using secondary command buffers leads to slightly lower performance on the GPU, but they have //! two advantages on the CPU side: //! //! - Building a command buffer is a single-threaded operation, but by using secondary command //! buffers you can build multiple secondary command buffers in multiple threads simultaneously. //! - Secondary command buffers can be kept alive between frames. When you always repeat the same //! operations, it might be a good idea to build a secondary command buffer once at //! initialization and then reuse it afterwards. //! //! # The `AutoCommandBufferBuilder` //! //! The most basic (and recommended) way to create a command buffer is to create a //! [`AutoCommandBufferBuilder`](struct.AutoCommandBufferBuilder.html). Then use the //! [`CommandBufferBuilder` trait](trait.CommandBufferBuilder.html) to add commands to it. //! When you are done adding commands, use //! [the `CommandBufferBuild` trait](trait.CommandBufferBuild.html) to obtain a //! `AutoCommandBuffer`. //! //! Once built, use [the `CommandBuffer` trait](trait.CommandBuffer.html) to submit the command //! buffer. Submitting a command buffer returns an object that implements the `GpuFuture` trait and //! that represents the moment when the execution will end on the GPU. //! //! ``` //! use vulkano::command_buffer::AutoCommandBufferBuilder; //! use vulkano::command_buffer::CommandBuffer; //! //! # let device: std::sync::Arc<vulkano::device::Device> = return; //! # let queue: std::sync::Arc<vulkano::device::Queue> = return; //! let cb = AutoCommandBufferBuilder::new(device.clone(), queue.family()).unwrap() //! // TODO: add an actual command to this example //! .build().unwrap(); //! //! let _future = cb.execute(queue.clone()); //! ``` //! //! # Internal architecture of vulkano //! //! The `commands_raw` and `commands_extra` modules contain structs that correspond to various //! commands that can be added to command buffer builders. A command can be added to a command //! buffer builder by using the `AddCommand<C>` trait, where `C` is the command struct. //! //! The `AutoCommandBufferBuilder` internally uses a `UnsafeCommandBufferBuilder` wrapped around //! multiple layers. See the `cb` module for more information. //! //! Command pools are automatically handled by default, but vulkano also allows you to use //! alternative command pool implementations and use them. See the `pool` module for more //! information. pub use self::auto::AutoCommandBuffer; pub use self::auto::AutoCommandBufferBuilder; pub use self::auto::AutoCommandBufferBuilderContextError; pub use self::auto::BeginRenderPassError; pub use self::auto::BlitImageError; pub use self::auto::BuildError; pub use self::auto::ClearColorImageError; pub use self::auto::CopyBufferError; pub use self::auto::CopyBufferImageError; pub use self::auto::CopyImageError; pub use self::auto::DebugMarkerError; pub use self::auto::DispatchError; pub use self::auto::DrawError; pub use self::auto::DrawIndexedError; pub use self::auto::DrawIndexedIndirectError; pub use self::auto::DrawIndirectError; pub use self::auto::ExecuteCommandsError; pub use self::auto::FillBufferError; pub use self::auto::UpdateBufferError; pub use self::state_cacher::StateCacher; pub use self::state_cacher::StateCacherOutcome; pub use self::traits::CommandBuffer; pub use self::traits::CommandBufferExecError; pub use self::traits::CommandBufferExecFuture; use framebuffer::{EmptySinglePassRenderPassDesc, Framebuffer, RenderPass, Subpass}; use pipeline::depth_stencil::DynamicStencilValue; use pipeline::viewport::{Scissor, Viewport}; use query::QueryPipelineStatisticFlags; use std::sync::Arc; pub mod pool; pub mod submit; pub mod synced; pub mod sys; pub mod validity; mod auto; mod state_cacher; mod traits; #[repr(C)] #[derive(Debug, Copy, Clone, PartialEq, Eq)] pub struct DrawIndirectCommand { pub vertex_count: u32, pub instance_count: u32, pub first_vertex: u32, pub first_instance: u32, } #[repr(C)] #[derive(Debug, Copy, Clone, PartialEq, Eq)] pub struct DrawIndexedIndirectCommand { pub index_count: u32, pub instance_count: u32, pub first_index: u32, pub vertex_offset: u32, pub first_instance: u32, } #[repr(C)] #[derive(Debug, Copy, Clone, PartialEq, Eq)] pub struct DispatchIndirectCommand { pub x: u32, pub y: u32, pub z: u32, } /// The dynamic state to use for a draw command. // TODO: probably not the right location #[derive(Debug, Clone)] pub struct DynamicState { pub line_width: Option<f32>, pub viewports: Option<Vec<Viewport>>, pub scissors: Option<Vec<Scissor>>, pub compare_mask: Option<DynamicStencilValue>, pub write_mask: Option<DynamicStencilValue>, pub reference: Option<DynamicStencilValue>, } impl DynamicState { #[inline] pub fn none() -> DynamicState { DynamicState { line_width: None, viewports: None, scissors: None, compare_mask: None, write_mask: None, reference: None, } } } impl Default for DynamicState { #[inline] fn default() -> DynamicState { DynamicState::none() } } /// Describes what a subpass in a command buffer will contain. #[derive(Debug, Copy, Clone, PartialEq, Eq)] #[repr(u32)] pub enum SubpassContents { /// The subpass will only directly contain commands. Inline = vk::SUBPASS_CONTENTS_INLINE, /// The subpass will only contain secondary command buffers invocations. SecondaryCommandBuffers = vk::SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS, } /// Determines the kind of command buffer that we want to create. #[derive(Debug, Clone)] pub enum Kind<R, F> { /// A primary command buffer can execute all commands and can call secondary command buffers. Primary, /// A secondary command buffer. Secondary { /// If `Some`, can only call draw operations that can be executed from within a specific /// subpass. Otherwise it can execute all dispatch and transfer operations, but not drawing /// operations. render_pass: Option<KindSecondaryRenderPass<R, F>>, /// Whether it is allowed to have an active occlusion query in the primary command buffer /// when executing this secondary command buffer. occlusion_query: KindOcclusionQuery, /// Which pipeline statistics queries are allowed to be active when this secondary command /// buffer starts. /// /// Note that the `pipeline_statistics_query` feature must be enabled if any of the flags /// of this value are set. query_statistics_flags: QueryPipelineStatisticFlags, }, } /// Additional information for `Kind::Secondary`. #[derive(Debug, Clone)] pub struct KindSecondaryRenderPass<R, F> { /// Which subpass this secondary command buffer can be called from. pub subpass: Subpass<R>, /// The framebuffer object that will be used when calling the command buffer. /// This parameter is optional and is an optimization hint for the implementation. pub framebuffer: Option<F>, } /// Additional information for `Kind::Secondary`. #[derive(Debug, Copy, Clone)] pub enum KindOcclusionQuery { /// It is allowed to have an active occlusion query in the primary command buffer when /// executing this secondary command buffer. /// /// The `inherited_queries` feature must be enabled on the device for this to be a valid option. Allowed { /// The occlusion query can have the `control_precise` flag. control_precise_allowed: bool, }, /// It is forbidden to have an active occlusion query. Forbidden, } impl Kind< RenderPass<EmptySinglePassRenderPassDesc>, Framebuffer<RenderPass<EmptySinglePassRenderPassDesc>, ()>, > { /// Equivalent to `Kind::Primary`. /// /// > **Note**: If you use `let kind = Kind::Primary;` in your code, you will probably get a /// > compilation error because the Rust compiler couldn't determine the template parameters /// > of `Kind`. To solve that problem in an easy way you can use this function instead. #[inline] pub fn primary() -> Kind< Arc<RenderPass<EmptySinglePassRenderPassDesc>>, Arc<Framebuffer<RenderPass<EmptySinglePassRenderPassDesc>, ()>>, > { Kind::Primary } /// Equivalent to `Kind::Secondary`. /// /// > **Note**: If you use `let kind = Kind::Secondary;` in your code, you will probably get a /// > compilation error because the Rust compiler couldn't determine the template parameters /// > of `Kind`. To solve that problem in an easy way you can use this function instead. #[inline] pub fn secondary( occlusion_query: KindOcclusionQuery, query_statistics_flags: QueryPipelineStatisticFlags, ) -> Kind< Arc<RenderPass<EmptySinglePassRenderPassDesc>>, Arc<Framebuffer<RenderPass<EmptySinglePassRenderPassDesc>, ()>>, > { Kind::Secondary { render_pass: None, occlusion_query, query_statistics_flags, } } }