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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`], then record commands to it.
//! When you are done adding commands, build it to obtain either a `PrimaryAutoCommandBuffer` or
//! `SecondAutoCommandBuffer`.
//!
//! Once built, use the [`PrimaryCommandBufferAbstract`] trait 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::CommandBufferUsage;
//! use vulkano::command_buffer::PrimaryCommandBufferAbstract;
//! use vulkano::command_buffer::SubpassContents;
//!
//! # #[repr(C)]
//! # #[derive(Clone, Copy, Debug, Default, bytemuck::Zeroable, bytemuck::Pod)]
//! # struct Vertex { position: [f32; 3] };
//! # vulkano::impl_vertex!(Vertex, position);
//! # use vulkano::buffer::TypedBufferAccess;
//! # let device: std::sync::Arc<vulkano::device::Device> = return;
//! # let queue: std::sync::Arc<vulkano::device::Queue> = return;
//! # let vertex_buffer: std::sync::Arc<vulkano::buffer::CpuAccessibleBuffer<[Vertex]>> = return;
//! # let render_pass_begin_info: vulkano::command_buffer::RenderPassBeginInfo = return;
//! # let graphics_pipeline: std::sync::Arc<vulkano::pipeline::graphics::GraphicsPipeline> = return;
//! # let command_buffer_allocator: vulkano::command_buffer::allocator::StandardCommandBufferAllocator = return;
//! let cb = AutoCommandBufferBuilder::primary(
//! &command_buffer_allocator,
//! queue.queue_family_index(),
//! CommandBufferUsage::MultipleSubmit
//! ).unwrap()
//! .begin_render_pass(render_pass_begin_info, SubpassContents::Inline).unwrap()
//! .bind_pipeline_graphics(graphics_pipeline.clone())
//! .bind_vertex_buffers(0, vertex_buffer.clone())
//! .draw(vertex_buffer.len() as u32, 1, 0, 0).unwrap()
//! .end_render_pass().unwrap()
//! .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::{
AutoCommandBufferBuilder, BuildError, CommandBufferBeginError, PrimaryAutoCommandBuffer,
SecondaryAutoCommandBuffer,
},
commands::{
debug::DebugUtilsError,
image::{
BlitImageInfo, ClearColorImageInfo, ClearDepthStencilImageInfo, ImageBlit,
ImageResolve, ResolveImageInfo,
},
pipeline::PipelineExecutionError,
query::QueryError,
render_pass::{
ClearAttachment, ClearRect, RenderPassBeginInfo, RenderPassError,
RenderingAttachmentInfo, RenderingAttachmentResolveInfo, RenderingInfo,
},
secondary::{ExecuteCommandsError, UnsafeCommandBufferBuilderExecuteCommands},
transfer::{
BufferCopy, BufferImageCopy, CopyBufferInfo, CopyBufferInfoTyped,
CopyBufferToImageInfo, CopyImageInfo, CopyImageToBufferInfo, FillBufferInfo, ImageCopy,
},
CopyError, CopyErrorResource,
},
traits::{
CommandBufferExecError, CommandBufferExecFuture, PrimaryCommandBufferAbstract,
SecondaryCommandBufferAbstract,
},
};
use crate::{
buffer::sys::Buffer,
format::Format,
image::{sys::Image, ImageLayout, SampleCount},
macros::vulkan_enum,
query::{QueryControlFlags, QueryPipelineStatisticFlags},
range_map::RangeMap,
render_pass::{Framebuffer, Subpass},
sync::{AccessFlags, PipelineStages, Semaphore},
DeviceSize,
};
use bytemuck::{Pod, Zeroable};
use std::{borrow::Cow, sync::Arc};
pub mod allocator;
mod auto;
mod commands;
pub mod pool;
pub mod synced;
pub mod sys;
mod traits;
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, Zeroable, Pod, PartialEq, Eq)]
pub struct DrawIndirectCommand {
pub vertex_count: u32,
pub instance_count: u32,
pub first_vertex: u32,
pub first_instance: u32,
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, Zeroable, Pod, 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(Clone, Copy, Debug, Default, Zeroable, Pod, PartialEq, Eq)]
pub struct DispatchIndirectCommand {
pub x: u32,
pub y: u32,
pub z: u32,
}
vulkan_enum! {
/// Describes what a subpass in a command buffer will contain.
#[non_exhaustive]
SubpassContents = SubpassContents(i32);
/// The subpass will only directly contain commands.
Inline = INLINE,
/// The subpass will only contain secondary command buffers invocations.
SecondaryCommandBuffers = SECONDARY_COMMAND_BUFFERS,
}
impl From<SubpassContents> for ash::vk::RenderingFlags {
#[inline]
fn from(val: SubpassContents) -> Self {
match val {
SubpassContents::Inline => Self::empty(),
SubpassContents::SecondaryCommandBuffers => Self::CONTENTS_SECONDARY_COMMAND_BUFFERS,
}
}
}
vulkan_enum! {
/// Determines the kind of command buffer to create.
CommandBufferLevel = CommandBufferLevel(i32);
/// Primary command buffers can be executed on a queue, and can call secondary command buffers.
/// Render passes must begin and end within the same primary command buffer.
Primary = PRIMARY,
/// Secondary command buffers cannot be executed on a queue, but can be executed by a primary
/// command buffer. If created for a render pass, they must fit within a single render subpass.
Secondary = SECONDARY,
}
/// The context that a secondary command buffer can inherit from the primary command
/// buffer it's executed in.
#[derive(Clone, Debug)]
pub struct CommandBufferInheritanceInfo {
/// If `Some`, the secondary command buffer is required to be executed within a render pass
/// instance, and can only call draw operations.
/// If `None`, it must be executed outside a render pass instance, and can execute dispatch and
/// transfer operations, but not drawing operations.
///
/// The default value is `None`.
pub render_pass: Option<CommandBufferInheritanceRenderPassType>,
/// If `Some`, the secondary command buffer is allowed to be executed within a primary that has
/// an occlusion query active. The inner `QueryControlFlags` specifies which flags the
/// active occlusion is allowed to have enabled.
/// If `None`, the primary command buffer cannot have an occlusion query active when this
/// secondary command buffer is executed.
///
/// The `inherited_queries` feature must be enabled if this is `Some`.
///
/// The default value is `None`.
pub occlusion_query: Option<QueryControlFlags>,
/// Which pipeline statistics queries are allowed to be active on the primary command buffer
/// when this secondary command buffer is executed.
///
/// The `pipeline_statistics_query` feature must be enabled if any of the flags of this value
/// are set.
///
/// The default value is [`QueryPipelineStatisticFlags::empty()`].
pub query_statistics_flags: QueryPipelineStatisticFlags,
pub _ne: crate::NonExhaustive,
}
impl Default for CommandBufferInheritanceInfo {
#[inline]
fn default() -> Self {
Self {
render_pass: None,
occlusion_query: None,
query_statistics_flags: QueryPipelineStatisticFlags::empty(),
_ne: crate::NonExhaustive(()),
}
}
}
/// Selects the type of render pass for command buffer inheritance.
#[derive(Clone, Debug)]
pub enum CommandBufferInheritanceRenderPassType {
/// The secondary command buffer will be executed within a render pass begun with
/// `begin_render_pass`, using a `RenderPass` object and `Framebuffer`.
BeginRenderPass(CommandBufferInheritanceRenderPassInfo),
/// The secondary command buffer will be executed within a render pass begun with
/// `begin_rendering`, using dynamic rendering.
BeginRendering(CommandBufferInheritanceRenderingInfo),
}
impl From<Subpass> for CommandBufferInheritanceRenderPassType {
#[inline]
fn from(val: Subpass) -> Self {
Self::BeginRenderPass(val.into())
}
}
impl From<CommandBufferInheritanceRenderPassInfo> for CommandBufferInheritanceRenderPassType {
#[inline]
fn from(val: CommandBufferInheritanceRenderPassInfo) -> Self {
Self::BeginRenderPass(val)
}
}
impl From<CommandBufferInheritanceRenderingInfo> for CommandBufferInheritanceRenderPassType {
#[inline]
fn from(val: CommandBufferInheritanceRenderingInfo) -> Self {
Self::BeginRendering(val)
}
}
/// The render pass context that a secondary command buffer is created for.
#[derive(Clone, Debug)]
pub struct CommandBufferInheritanceRenderPassInfo {
/// The render subpass that this secondary command buffer must be executed within.
///
/// There is no default value.
pub subpass: Subpass,
/// The framebuffer object that will be used when calling the command buffer.
/// This parameter is optional and is an optimization hint for the implementation.
///
/// The default value is `None`.
pub framebuffer: Option<Arc<Framebuffer>>,
}
impl CommandBufferInheritanceRenderPassInfo {
/// Returns a `CommandBufferInheritanceRenderPassInfo` with the specified `subpass`.
#[inline]
pub fn subpass(subpass: Subpass) -> Self {
Self {
subpass,
framebuffer: None,
}
}
}
impl From<Subpass> for CommandBufferInheritanceRenderPassInfo {
#[inline]
fn from(subpass: Subpass) -> Self {
Self {
subpass,
framebuffer: None,
}
}
}
/// The dynamic rendering context that a secondary command buffer is created for.
#[derive(Clone, Debug)]
pub struct CommandBufferInheritanceRenderingInfo {
/// If not `0`, indicates that multiview rendering will be enabled, and specifies the view
/// indices that are rendered to. The value is a bitmask, so that that for example `0b11` will
/// draw to the first two views and `0b101` will draw to the first and third view.
///
/// If set to a nonzero value, the [`multiview`](crate::device::Features::multiview) feature
/// must be enabled on the device.
///
/// The default value is `0`.
pub view_mask: u32,
/// The formats of the color attachments that will be used during rendering.
///
/// If an element is `None`, it indicates that the attachment will not be used.
///
/// The default value is empty.
pub color_attachment_formats: Vec<Option<Format>>,
/// The format of the depth attachment that will be used during rendering.
///
/// If set to `None`, it indicates that no depth attachment will be used.
///
/// The default value is `None`.
pub depth_attachment_format: Option<Format>,
/// The format of the stencil attachment that will be used during rendering.
///
/// If set to `None`, it indicates that no stencil attachment will be used.
///
/// The default value is `None`.
pub stencil_attachment_format: Option<Format>,
/// The number of samples that the color, depth and stencil attachments will have.
///
/// The default value is [`SampleCount::Sample1`]
pub rasterization_samples: SampleCount,
}
impl Default for CommandBufferInheritanceRenderingInfo {
#[inline]
fn default() -> Self {
Self {
view_mask: 0,
color_attachment_formats: Vec::new(),
depth_attachment_format: None,
stencil_attachment_format: None,
rasterization_samples: SampleCount::Sample1,
}
}
}
/// Usage flags to pass when creating a command buffer.
///
/// The safest option is `SimultaneousUse`, but it may be slower than the other two.
// NOTE: The ordering is important: the variants are listed from least to most permissive!
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord)]
#[repr(u32)]
pub enum CommandBufferUsage {
/// The command buffer can only be submitted once before being destroyed. Any further submit is
/// forbidden. This makes it possible for the implementation to perform additional
/// optimizations.
OneTimeSubmit = ash::vk::CommandBufferUsageFlags::ONE_TIME_SUBMIT.as_raw(),
/// The command buffer can be used multiple times, but must not execute or record more than once
/// simultaneously. In other words, it is as if executing the command buffer borrows it mutably.
MultipleSubmit = 0,
/// The command buffer can be executed multiple times in parallel on different queues.
/// If it's a secondary command buffer, it can be recorded to multiple primary command buffers
/// at once.
SimultaneousUse = ash::vk::CommandBufferUsageFlags::SIMULTANEOUS_USE.as_raw(),
}
impl From<CommandBufferUsage> for ash::vk::CommandBufferUsageFlags {
#[inline]
fn from(val: CommandBufferUsage) -> Self {
Self::from_raw(val as u32)
}
}
/// Parameters to submit command buffers to a queue.
#[derive(Clone, Debug)]
pub struct SubmitInfo {
/// The semaphores to wait for before beginning the execution of this batch of
/// command buffer operations.
///
/// The default value is empty.
pub wait_semaphores: Vec<SemaphoreSubmitInfo>,
/// The command buffers to execute.
///
/// The default value is empty.
pub command_buffers: Vec<Arc<dyn PrimaryCommandBufferAbstract>>,
/// The semaphores to signal after the execution of this batch of command buffer operations
/// has completed.
///
/// The default value is empty.
pub signal_semaphores: Vec<SemaphoreSubmitInfo>,
pub _ne: crate::NonExhaustive,
}
impl Default for SubmitInfo {
#[inline]
fn default() -> Self {
Self {
wait_semaphores: Vec::new(),
command_buffers: Vec::new(),
signal_semaphores: Vec::new(),
_ne: crate::NonExhaustive(()),
}
}
}
/// Parameters for a semaphore signal or wait operation in a command buffer submission.
#[derive(Clone, Debug)]
pub struct SemaphoreSubmitInfo {
/// The semaphore to signal or wait for.
pub semaphore: Arc<Semaphore>,
/// For a semaphore wait operation, specifies the pipeline stages in the second synchronization
/// scope: stages of queue operations following the wait operation that can start executing
/// after the semaphore is signalled.
///
/// For a semaphore signal operation, specifies the pipeline stages in the first synchronization
/// scope: stages of queue operations preceding the signal operation that must complete before
/// the semaphore is signalled.
/// If not set to `all_commands` only, the
/// [`synchronization2`](crate::device::Features::synchronization2) feature must be enabled
/// on the device.
///
/// The default value has only `all_commands` set.
pub stages: PipelineStages,
pub _ne: crate::NonExhaustive,
}
impl SemaphoreSubmitInfo {
/// Returns a `SemaphoreSubmitInfo` with the specified `semaphore`.
#[inline]
pub fn semaphore(semaphore: Arc<Semaphore>) -> Self {
Self {
semaphore,
stages: PipelineStages {
all_commands: true,
..PipelineStages::empty()
},
_ne: crate::NonExhaustive(()),
}
}
}
#[derive(Debug, Default)]
pub struct CommandBufferState {
has_been_submitted: bool,
pending_submits: u32,
}
impl CommandBufferState {
pub(crate) fn has_been_submitted(&self) -> bool {
self.has_been_submitted
}
pub(crate) fn is_submit_pending(&self) -> bool {
self.pending_submits != 0
}
pub(crate) unsafe fn add_queue_submit(&mut self) {
self.has_been_submitted = true;
self.pending_submits += 1;
}
pub(crate) unsafe fn set_submit_finished(&mut self) {
self.pending_submits -= 1;
}
}
#[derive(Debug)]
pub struct CommandBufferResourcesUsage {
pub(crate) buffers: Vec<CommandBufferBufferUsage>,
pub(crate) images: Vec<CommandBufferImageUsage>,
}
#[derive(Debug)]
pub(crate) struct CommandBufferBufferUsage {
pub(crate) buffer: Arc<Buffer>,
pub(crate) ranges: RangeMap<DeviceSize, CommandBufferBufferRangeUsage>,
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub(crate) struct CommandBufferBufferRangeUsage {
pub(crate) first_use: FirstResourceUse,
pub(crate) mutable: bool,
pub(crate) final_stages: PipelineStages,
pub(crate) final_access: AccessFlags,
}
#[derive(Debug)]
pub(crate) struct CommandBufferImageUsage {
pub(crate) image: Arc<Image>,
pub(crate) ranges: RangeMap<DeviceSize, CommandBufferImageRangeUsage>,
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub(crate) struct CommandBufferImageRangeUsage {
pub(crate) first_use: FirstResourceUse,
pub(crate) mutable: bool,
pub(crate) final_stages: PipelineStages,
pub(crate) final_access: AccessFlags,
pub(crate) expected_layout: ImageLayout,
pub(crate) final_layout: ImageLayout,
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub(crate) struct FirstResourceUse {
pub(crate) command_index: usize,
pub(crate) command_name: &'static str,
pub(crate) description: Cow<'static, str>,
}