Enum rafx_api::RafxCommandBuffer
source · pub enum RafxCommandBuffer {
Empty(RafxCommandBufferEmpty),
}
Expand description
A list of commands recorded by the CPU and submitted to the GPU.
It cannot be created directly. It must be allocated out of a pool.
The command pool and all command buffers allocated from it share memory. The standard rust rules about mutability apply but are not enforced at compile time or runtime.
- Do not modify two command buffers from the same pool concurrently
- Do not allocate from a command pool while modifying one of its command buffers
- Once a command buffer is submitted to the GPU, do not modify its pool, or any command buffers created from it, until the GPU completes its work.
In general, do not modify textures, buffers, command buffers, or other GPU resources while a command buffer referencing them is submitted. Additionally, these resources must persist for the entire duration of the submitted workload.
Semaphores and fences can be used for achieve the more fine-grained scheduling necessary to modify resources that are referenced from a submitted and in-use command buffer.
Command pools MAY be dropped if they are in use by the GPU, but the command pool must not be dropped. Dropped command pools that are not returned to the pool will not be available for reuse.
Variants§
Empty(RafxCommandBufferEmpty)
Implementations§
source§impl RafxCommandBuffer
impl RafxCommandBuffer
sourcepub fn begin(&self) -> RafxResult<()>
pub fn begin(&self) -> RafxResult<()>
Begins writing a command buffer. This can only be called when the command buffer is first allocated or if the pool has been reset since it was last written
sourcepub fn end(&self) -> RafxResult<()>
pub fn end(&self) -> RafxResult<()>
End writing the command buffer. This must be called before submitting the command buffer to the GPU
sourcepub fn return_to_pool(&self) -> RafxResult<()>
pub fn return_to_pool(&self) -> RafxResult<()>
This returns the command buffer to the pool, allowing it to be allocated again. This must not be called if the command buffer is still in-use by the GPU.
Dropping a command buffer without returning it to the pool is allowed. In this case, it remains usable by the GPU until the command pool is dropped. However, even if the command buffer is reset, this command buffer will not be available for use again.
sourcepub fn cmd_begin_render_pass(
&self,
color_targets: &[RafxColorRenderTargetBinding<'_>],
depth_target: Option<RafxDepthStencilRenderTargetBinding<'_>>
) -> RafxResult<()>
pub fn cmd_begin_render_pass( &self, color_targets: &[RafxColorRenderTargetBinding<'_>], depth_target: Option<RafxDepthStencilRenderTargetBinding<'_>> ) -> RafxResult<()>
Begin a new renderpass using the given color targets and depth targets. This is similar to beginning a renderpass in vulkan.
Some command must be used within a renderpass and some may only be used outside of a renderpass.
sourcepub fn cmd_end_render_pass(&self) -> RafxResult<()>
pub fn cmd_end_render_pass(&self) -> RafxResult<()>
Finish the renderpass.
sourcepub fn cmd_set_viewport(
&self,
x: f32,
y: f32,
width: f32,
height: f32,
depth_min: f32,
depth_max: f32
) -> RafxResult<()>
pub fn cmd_set_viewport( &self, x: f32, y: f32, width: f32, height: f32, depth_min: f32, depth_max: f32 ) -> RafxResult<()>
Set the viewport state. This may be called inside or outside of a renderpass.
Viewport state defines where on the screen the draw will occur.
sourcepub fn cmd_set_scissor(
&self,
x: u32,
y: u32,
width: u32,
height: u32
) -> RafxResult<()>
pub fn cmd_set_scissor( &self, x: u32, y: u32, width: u32, height: u32 ) -> RafxResult<()>
Set the scissor state. This may be called inside or outside of a renderpass.
Scissor state can be used to restrict rendering to a specific area of a render target
sourcepub fn cmd_set_stencil_reference_value(&self, value: u32) -> RafxResult<()>
pub fn cmd_set_stencil_reference_value(&self, value: u32) -> RafxResult<()>
Set the stencil buffer state. This may be called inside or outside of a renderpass.
Stencil buffer state is used with a stencil render target to discard rendering results in specific portions of a render target
sourcepub fn cmd_bind_pipeline(&self, pipeline: &RafxPipeline) -> RafxResult<()>
pub fn cmd_bind_pipeline(&self, pipeline: &RafxPipeline) -> RafxResult<()>
Binds the given pipeline - which represents fixed-function state and shaders. Draw calls that produce primitives or dispatch compute will use the bound pipeline.
sourcepub fn cmd_bind_vertex_buffers(
&self,
first_binding: u32,
bindings: &[RafxVertexBufferBinding<'_>]
) -> RafxResult<()>
pub fn cmd_bind_vertex_buffers( &self, first_binding: u32, bindings: &[RafxVertexBufferBinding<'_>] ) -> RafxResult<()>
Binds a buffer as a vertex buffer. Draw calls will use this buffer as input.
Multiple buffers can be bound, but the number is limited depending on API/hardware. Less than 4 is a relatively safe number.
sourcepub fn cmd_bind_index_buffer(
&self,
binding: &RafxIndexBufferBinding<'_>
) -> RafxResult<()>
pub fn cmd_bind_index_buffer( &self, binding: &RafxIndexBufferBinding<'_> ) -> RafxResult<()>
Binds a buffer as a vertex buffer. Draw calls will use this buffer as input.
Multiple buffers can be bound, but the number is limited depending on API/hardware. Less than 4 is a relatively safe number.
sourcepub fn cmd_bind_descriptor_set(
&self,
descriptor_set_array: &RafxDescriptorSetArray,
index: u32
) -> RafxResult<()>
pub fn cmd_bind_descriptor_set( &self, descriptor_set_array: &RafxDescriptorSetArray, index: u32 ) -> RafxResult<()>
Binds a descriptor set for use by the shader in the currently bound pipeline.
Multiple descriptor sets can be bound, but the number is limited to 4.
sourcepub fn cmd_bind_descriptor_set_handle(
&self,
root_signature: &RafxRootSignature,
set_index: u32,
descriptor_set_handle: &RafxDescriptorSetHandle
) -> RafxResult<()>
pub fn cmd_bind_descriptor_set_handle( &self, root_signature: &RafxRootSignature, set_index: u32, descriptor_set_handle: &RafxDescriptorSetHandle ) -> RafxResult<()>
Binds a descriptor set for use by the shader in the currently bound pipeline.
This is the same as cmd_bind_descriptor_set
but uses a lightweight, opaque handle. This
may make using the API easier in multi-threaded scenarios.
sourcepub fn cmd_bind_push_constant<T: Copy>(
&self,
root_signature: &RafxRootSignature,
descriptor_index: RafxDescriptorIndex,
data: &T
) -> RafxResult<()>
pub fn cmd_bind_push_constant<T: Copy>( &self, root_signature: &RafxRootSignature, descriptor_index: RafxDescriptorIndex, data: &T ) -> RafxResult<()>
Binds a push constants for use by the shader in the currently bound pipeline.
Multiple descriptor sets can be bound, but the number is limited to 4.
sourcepub fn cmd_draw(&self, vertex_count: u32, first_vertex: u32) -> RafxResult<()>
pub fn cmd_draw(&self, vertex_count: u32, first_vertex: u32) -> RafxResult<()>
Draw primitives using the currently bound pipeline and vertex buffer
sourcepub fn cmd_draw_instanced(
&self,
vertex_count: u32,
first_vertex: u32,
instance_count: u32,
first_instance: u32
) -> RafxResult<()>
pub fn cmd_draw_instanced( &self, vertex_count: u32, first_vertex: u32, instance_count: u32, first_instance: u32 ) -> RafxResult<()>
Draw instanced primitives using the currently bound pipeline and vertex buffer
sourcepub fn cmd_draw_indexed(
&self,
index_count: u32,
first_index: u32,
vertex_offset: i32
) -> RafxResult<()>
pub fn cmd_draw_indexed( &self, index_count: u32, first_index: u32, vertex_offset: i32 ) -> RafxResult<()>
Draw primitives using the currently bound pipeline, vertex, and index buffer index_count: Number of vertices to draw first_index: Base index within the index buffer vertex_offset: Value added to the vertex index before indexing into the vertex buffer
sourcepub fn cmd_draw_indexed_instanced(
&self,
index_count: u32,
first_index: u32,
instance_count: u32,
first_instance: u32,
vertex_offset: i32
) -> RafxResult<()>
pub fn cmd_draw_indexed_instanced( &self, index_count: u32, first_index: u32, instance_count: u32, first_instance: u32, vertex_offset: i32 ) -> RafxResult<()>
Draw instanced primitives using the currently bound pipeline, vertex, and index buffer
pub fn cmd_draw_indirect( &self, indirect_buffer: &RafxBuffer, indirect_buffer_offset_in_bytes: u32, draw_count: u32 ) -> RafxResult<()>
pub fn cmd_draw_indexed_indirect( &self, indirect_buffer: &RafxBuffer, indirect_buffer_offset_in_bytes: u32, draw_count: u32 ) -> RafxResult<()>
sourcepub fn cmd_dispatch(
&self,
group_count_x: u32,
group_count_y: u32,
group_count_z: u32
) -> RafxResult<()>
pub fn cmd_dispatch( &self, group_count_x: u32, group_count_y: u32, group_count_z: u32 ) -> RafxResult<()>
Dispatch the current pipeline. Only usable with compute pipelines.
sourcepub fn cmd_resource_barrier(
&self,
buffer_barriers: &[RafxBufferBarrier<'_>],
texture_barriers: &[RafxTextureBarrier<'_>]
) -> RafxResult<()>
pub fn cmd_resource_barrier( &self, buffer_barriers: &[RafxBufferBarrier<'_>], texture_barriers: &[RafxTextureBarrier<'_>] ) -> RafxResult<()>
Add a memory barrier for one or more resources. This must occur OUTSIDE of a renderpass.
sourcepub fn cmd_copy_buffer_to_buffer(
&self,
src_buffer: &RafxBuffer,
dst_buffer: &RafxBuffer,
params: &RafxCmdCopyBufferToBufferParams
) -> RafxResult<()>
pub fn cmd_copy_buffer_to_buffer( &self, src_buffer: &RafxBuffer, dst_buffer: &RafxBuffer, params: &RafxCmdCopyBufferToBufferParams ) -> RafxResult<()>
Copy the contents of one buffer into another. This occurs on the GPU and allows modifying resources that are not accessible to the CPU.
sourcepub fn cmd_copy_buffer_to_texture(
&self,
src_buffer: &RafxBuffer,
dst_texture: &RafxTexture,
params: &RafxCmdCopyBufferToTextureParams
) -> RafxResult<()>
pub fn cmd_copy_buffer_to_texture( &self, src_buffer: &RafxBuffer, dst_texture: &RafxTexture, params: &RafxCmdCopyBufferToTextureParams ) -> RafxResult<()>
Copy the contents of a buffer into a texture. This occurs on the GPU and allows modifying resources that are not accessible to the CPU.
sourcepub fn cmd_copy_texture_to_texture(
&self,
src_texture: &RafxTexture,
dst_texture: &RafxTexture,
params: &RafxCmdCopyTextureToTextureParams
) -> RafxResult<()>
pub fn cmd_copy_texture_to_texture( &self, src_texture: &RafxTexture, dst_texture: &RafxTexture, params: &RafxCmdCopyTextureToTextureParams ) -> RafxResult<()>
Copy the contents of a buffer into a texture. This occurs on the GPU and allows modifying resources that are not accessible to the CPU.
sourcepub fn cmd_push_group_debug_name(&self, _name: impl AsRef<str>)
pub fn cmd_push_group_debug_name(&self, _name: impl AsRef<str>)
Begins labeling the following commands with the given name until [cmd_pop_group_debug_name
] is called.
This is useful for grouping together commands for use in a debugger.
sourcepub fn cmd_pop_group_debug_name(&self)
pub fn cmd_pop_group_debug_name(&self)
Ends a debug label that was started with [cmd_push_group_debug_name
].
sourcepub fn empty_command_buffer(&self) -> Option<&RafxCommandBufferEmpty>
pub fn empty_command_buffer(&self) -> Option<&RafxCommandBufferEmpty>
Get the underlying metal API object. This provides access to any internally created metal objects.
Trait Implementations§
Auto Trait Implementations§
impl RefUnwindSafe for RafxCommandBuffer
impl Send for RafxCommandBuffer
impl Sync for RafxCommandBuffer
impl Unpin for RafxCommandBuffer
impl UnwindSafe for RafxCommandBuffer
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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can
then be further downcast
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implements Trait
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. Rc<Any>
can then be
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