pub struct AutoCommandBufferBuilder<P = StandardCommandPoolBuilder> { /* private fields */ }
Expand description

Note that command buffers allocated from the default command pool (Arc<StandardCommandPool>) don’t implement the Send and Sync traits. If you use this pool, then the AutoCommandBufferBuilder will not implement Send and Sync either. Once a command buffer is built, however, it does implement Send and Sync.

Implementations

Starts building a primary command buffer.

The final command buffer can only be executed once at a time. In other words, it is as if executing the command buffer modifies it.

Starts building a primary command buffer.

Contrary to primary, the final command buffer can only be submitted once before being destroyed. This makes it possible for the implementation to perform additional optimizations.

Starts building a primary command buffer.

Contrary to primary, the final command buffer can be executed multiple times in parallel in multiple different queues.

Starts building a secondary compute command buffer.

The final command buffer can only be executed once at a time. In other words, it is as if executing the command buffer modifies it.

Starts building a secondary compute command buffer.

Contrary to secondary_compute, the final command buffer can only be submitted once before being destroyed. This makes it possible for the implementation to perform additional optimizations.

Starts building a secondary compute command buffer.

Contrary to secondary_compute, the final command buffer can be executed multiple times in parallel in multiple different queues.

Same as secondary_compute, but allows specifying how queries are being inherited.

Same as secondary_compute_one_time_submit, but allows specifying how queries are being inherited.

Same as secondary_compute_simultaneous_use, but allows specifying how queries are being inherited.

Starts building a secondary graphics command buffer.

The final command buffer can only be executed once at a time. In other words, it is as if executing the command buffer modifies it.

Starts building a secondary graphics command buffer.

Contrary to secondary_graphics, the final command buffer can only be submitted once before being destroyed. This makes it possible for the implementation to perform additional optimizations.

Starts building a secondary graphics command buffer.

Contrary to secondary_graphics, the final command buffer can be executed multiple times in parallel in multiple different queues.

Same as secondary_graphics, but allows specifying how queries are being inherited.

Same as secondary_graphics_one_time_submit, but allows specifying how queries are being inherited.

Same as secondary_graphics_simultaneous_use, but allows specifying how queries are being inherited.

Builds the command buffer.

Adds a command that enters a render pass.

If secondary is true, then you will only be able to add secondary command buffers while you’re inside the first subpass of the render pass. If secondary is false, you will only be able to add inline draw commands and not secondary command buffers.

C must contain exactly one clear value for each attachment in the framebuffer.

You must call this before you can add draw commands.

Adds a command that copies an image to another.

Copy operations have several restrictions:

  • Copy operations are only allowed on queue families that support transfer, graphics, or compute operations.
  • The number of samples in the source and destination images must be equal.
  • The size of the uncompressed element format of the source image must be equal to the compressed element format of the destination.
  • If you copy between depth, stencil or depth-stencil images, the format of both images must match exactly.
  • For two-dimensional images, the Z coordinate must be 0 for the image offsets and 1 for the extent. Same for the Y coordinate for one-dimensional images.
  • For non-array images, the base array layer must be 0 and the number of layers must be 1.

If layer_count is greater than 1, the copy will happen between each individual layer as if they were separate images.

Panic
  • Panics if the source or the destination was not created with device.

Adds a command that blits an image to another.

A blit is similar to an image copy operation, except that the portion of the image that is transferred can be resized. You choose an area of the source and an area of the destination, and the implementation will resize the area of the source so that it matches the size of the area of the destination before writing it.

Blit operations have several restrictions:

  • Blit operations are only allowed on queue families that support graphics operations.
  • The format of the source and destination images must support blit operations, which depends on the Vulkan implementation. Vulkan guarantees that some specific formats must always be supported. See tables 52 to 61 of the specifications.
  • Only single-sampled images are allowed.
  • You can only blit between two images whose formats belong to the same type. The types are: floating-point, signed integers, unsigned integers, depth-stencil.
  • If you blit between depth, stencil or depth-stencil images, the format of both images must match exactly.
  • If you blit between depth, stencil or depth-stencil images, only the Nearest filter is allowed.
  • For two-dimensional images, the Z coordinate must be 0 for the top-left offset and 1 for the bottom-right offset. Same for the Y coordinate for one-dimensional images.
  • For non-array images, the base array layer must be 0 and the number of layers must be 1.

If layer_count is greater than 1, the blit will happen between each individual layer as if they were separate images.

Panic
  • Panics if the source or the destination was not created with device.

Adds a command that clears all the layers and mipmap levels of a color image with a specific value.

Panic

Panics if color is not a color value.

Adds a command that clears a color image with a specific value.

Panic
  • Panics if color is not a color value.

Adds a command that copies from a buffer to another.

This command will copy from the source to the destination. If their size is not equal, then the amount of data copied is equal to the smallest of the two.

Adds a command that copies from a buffer to an image.

Adds a command that copies from a buffer to an image.

Adds a command that copies from an image to a buffer.

Adds a command that copies from an image to a buffer.

Draw once, using the vertex_buffer.

To use only some data in the buffer, wrap it in a vulkano::buffer::BufferSlice.

Draw once, using the vertex_buffer and the index_buffer.

To use only some data in a buffer, wrap it in a vulkano::buffer::BufferSlice.

Performs multiple draws, one draw for each vulkano::command_buffer::DrawIndirectCommand struct in indirect_buffer. The vertex_buffer is used by all draws.

To use only some data in a buffer, wrap it in a vulkano::buffer::BufferSlice.

Performs multiple draws, one draw for each vulkano::command_buffer::DrawIndexedIndirectCommand struct in indirect_buffer. The index_buffer and vertex_buffer are used by all draws.

To use only some data in a buffer, wrap it in a vulkano::buffer::BufferSlice.

Adds a command that ends the current render pass.

This must be called after you went through all the subpasses and before you can build the command buffer or add further commands.

Adds a command that executes a secondary command buffer.

This function is unsafe for now because safety checks and synchronization are not implemented.

Adds a command that writes the content of a buffer.

This function is similar to the memset function in C. The data parameter is a number that will be repeatedly written through the entire buffer.

Note: This function is technically safe because buffers can only contain integers or floating point numbers, which are always valid whatever their memory representation is. But unless your buffer actually contains only 32-bits integers, you are encouraged to use this function only for zeroing the content of a buffer by passing 0 for the data.

Adds a command that jumps to the next subpass of the current render pass.

Adds a command that writes data to a buffer.

If data is larger than the buffer, only the part of data that fits is written. If the buffer is larger than data, only the start of the buffer is written.

Trait Implementations

Returns the device that owns Self.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more
Builds a pointer to this type from a raw pointer.
Returns true if the size is suitable to store a type like this.
Returns the size of an individual element.

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.