<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="Source to the Rust file `/home/mrh/source/vulkano/vulkano/src/command_buffer/mod.rs`."><meta name="keywords" content="rust, rustlang, rust-lang"><title>mod.rs.html -- source</title><link rel="stylesheet" type="text/css" href="../../../normalize.css"><link rel="stylesheet" type="text/css" href="../../../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../../../dark.css"><link rel="stylesheet" type="text/css" href="../../../light.css" id="themeStyle"><script src="../../../storage.js"></script><noscript><link rel="stylesheet" href="../../../noscript.css"></noscript><link rel="shortcut icon" href="../../../favicon.ico"><style type="text/css">#crate-search{background-image:url("../../../down-arrow.svg");}</style></head><body class="rustdoc source"><!--[if lte IE 8]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu">&#9776;</div><a href='../../../vulkano/index.html'><div class='logo-container'><img src='https://raw.githubusercontent.com/vulkano-rs/vulkano/master/logo.png' alt='logo'></div></a></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!"><img src="../../../brush.svg" width="18" alt="Pick another theme!"></button><div id="theme-choices"></div></div><script src="../../../theme.js"></script><nav class="sub"><form class="search-form js-only"><div class="search-container"><div><select id="crate-search"><option value="All crates">All crates</option></select><input class="search-input" name="search" autocomplete="off" spellcheck="false" placeholder="Click or press ‘S’ to search, ‘?’ for more options…" type="search"></div><a id="settings-menu" href="../../../settings.html"><img src="../../../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><pre class="line-numbers"><span id="1">  1</span>
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</pre><div class="example-wrap"><pre class="rust ">
<span class="comment">// Copyright (c) 2016 The vulkano developers</span>
<span class="comment">// Licensed under the Apache License, Version 2.0</span>
<span class="comment">// &lt;LICENSE-APACHE or</span>
<span class="comment">// http://www.apache.org/licenses/LICENSE-2.0&gt; or the MIT</span>
<span class="comment">// license &lt;LICENSE-MIT or http://opensource.org/licenses/MIT&gt;,</span>
<span class="comment">// at your option. All files in the project carrying such</span>
<span class="comment">// notice may not be copied, modified, or distributed except</span>
<span class="comment">// according to those terms.</span>

<span class="doccomment">//! Commands that the GPU will execute (includes draw commands).</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! With Vulkan, before the GPU can do anything you must create a `CommandBuffer`. A command buffer</span>
<span class="doccomment">//! is a list of commands that will executed by the GPU. Once a command buffer is created, you can</span>
<span class="doccomment">//! execute it. A command buffer must always be created even for the most simple tasks.</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! # Primary and secondary command buffers.</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! There are three types of command buffers:</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! - **Primary command buffers**. They can contain any command. They are the only type of command</span>
<span class="doccomment">//!   buffer that can be submitted to a queue.</span>
<span class="doccomment">//! - **Secondary &quot;graphics&quot; command buffers**. They can only contain draw and clear commands.</span>
<span class="doccomment">//!   They can only be called from a primary command buffer when inside a render pass.</span>
<span class="doccomment">//! - **Secondary &quot;compute&quot; command buffers**. They can only contain non-render-pass-related</span>
<span class="doccomment">//!   commands (ie. everything but drawing, clearing, etc.) and cannot enter a render pass. They</span>
<span class="doccomment">//!   can only be called from a primary command buffer outside of a render pass.</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! Using secondary command buffers leads to slightly lower performance on the GPU, but they have</span>
<span class="doccomment">//! two advantages on the CPU side:</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! - Building a command buffer is a single-threaded operation, but by using secondary command</span>
<span class="doccomment">//!   buffers you can build multiple secondary command buffers in multiple threads simultaneously.</span>
<span class="doccomment">//! - Secondary command buffers can be kept alive between frames. When you always repeat the same</span>
<span class="doccomment">//!   operations, it might be a good idea to build a secondary command buffer once at</span>
<span class="doccomment">//!   initialization and then reuse it afterwards.</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! # The `AutoCommandBufferBuilder`</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! The most basic (and recommended) way to create a command buffer is to create a</span>
<span class="doccomment">//! [`AutoCommandBufferBuilder`](struct.AutoCommandBufferBuilder.html). Then use the</span>
<span class="doccomment">//! [`CommandBufferBuilder` trait](trait.CommandBufferBuilder.html) to add commands to it.</span>
<span class="doccomment">//! When you are done adding commands, use</span>
<span class="doccomment">//! [the `CommandBufferBuild` trait](trait.CommandBufferBuild.html) to obtain a</span>
<span class="doccomment">//! `AutoCommandBuffer`.</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! Once built, use [the `CommandBuffer` trait](trait.CommandBuffer.html) to submit the command</span>
<span class="doccomment">//! buffer. Submitting a command buffer returns an object that implements the `GpuFuture` trait and</span>
<span class="doccomment">//! that represents the moment when the execution will end on the GPU.</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! ```</span>
<span class="doccomment">//! use vulkano::command_buffer::AutoCommandBufferBuilder;</span>
<span class="doccomment">//! use vulkano::command_buffer::CommandBuffer;</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! # let device: std::sync::Arc&lt;vulkano::device::Device&gt; = return;</span>
<span class="doccomment">//! # let queue: std::sync::Arc&lt;vulkano::device::Queue&gt; = return;</span>
<span class="doccomment">//! let cb = AutoCommandBufferBuilder::new(device.clone(), queue.family()).unwrap()</span>
<span class="doccomment">//!     // TODO: add an actual command to this example</span>
<span class="doccomment">//!     .build().unwrap();</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! let _future = cb.execute(queue.clone());</span>
<span class="doccomment">//! ```</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! # Internal architecture of vulkano</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! The `commands_raw` and `commands_extra` modules contain structs that correspond to various</span>
<span class="doccomment">//! commands that can be added to command buffer builders. A command can be added to a command</span>
<span class="doccomment">//! buffer builder by using the `AddCommand&lt;C&gt;` trait, where `C` is the command struct.</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! The `AutoCommandBufferBuilder` internally uses a `UnsafeCommandBufferBuilder` wrapped around</span>
<span class="doccomment">//! multiple layers. See the `cb` module for more information.</span>
<span class="doccomment">//!</span>
<span class="doccomment">//! Command pools are automatically handled by default, but vulkano also allows you to use</span>
<span class="doccomment">//! alternative command pool implementations and use them. See the `pool` module for more</span>
<span class="doccomment">//! information.</span>

<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">AutoCommandBuffer</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">AutoCommandBufferBuilder</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">AutoCommandBufferBuilderContextError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">BeginRenderPassError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">BlitImageError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">BuildError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">ClearColorImageError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">CopyBufferError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">CopyBufferImageError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">CopyImageError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">DispatchError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">DrawError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">DrawIndexedError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">DrawIndexedIndirectError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">DrawIndirectError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">ExecuteCommandsError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">FillBufferError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">auto</span>::<span class="ident">UpdateBufferError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">state_cacher</span>::<span class="ident">StateCacher</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">state_cacher</span>::<span class="ident">StateCacherOutcome</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">traits</span>::<span class="ident">CommandBuffer</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">traits</span>::<span class="ident">CommandBufferExecError</span>;
<span class="kw">pub</span> <span class="kw">use</span> <span class="self">self</span>::<span class="ident">traits</span>::<span class="ident">CommandBufferExecFuture</span>;

<span class="kw">use</span> <span class="ident">pipeline</span>::<span class="ident">viewport</span>::<span class="ident">Scissor</span>;
<span class="kw">use</span> <span class="ident">pipeline</span>::<span class="ident">viewport</span>::<span class="ident">Viewport</span>;
<span class="kw">use</span> <span class="ident">pipeline</span>::<span class="ident">depth_stencil</span>::<span class="ident">DynamicStencilValue</span>;
<span class="kw">use</span> <span class="ident">pipeline</span>::<span class="ident">depth_stencil</span>::<span class="ident">Stencil</span>;

<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">pool</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">submit</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">synced</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">sys</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">validity</span>;

<span class="kw">mod</span> <span class="ident">auto</span>;
<span class="kw">mod</span> <span class="ident">state_cacher</span>;
<span class="kw">mod</span> <span class="ident">traits</span>;

<span class="attribute">#[<span class="ident">repr</span>(<span class="ident">C</span>)]</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Debug</span>, <span class="ident">Copy</span>, <span class="ident">Clone</span>, <span class="ident">PartialEq</span>, <span class="ident">Eq</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">DrawIndirectCommand</span> {
    <span class="kw">pub</span> <span class="ident">vertex_count</span>: <span class="ident">u32</span>,
    <span class="kw">pub</span> <span class="ident">instance_count</span>: <span class="ident">u32</span>,
    <span class="kw">pub</span> <span class="ident">first_vertex</span>: <span class="ident">u32</span>,
    <span class="kw">pub</span> <span class="ident">first_instance</span>: <span class="ident">u32</span>,
}

<span class="attribute">#[<span class="ident">repr</span>(<span class="ident">C</span>)]</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Debug</span>, <span class="ident">Copy</span>, <span class="ident">Clone</span>, <span class="ident">PartialEq</span>, <span class="ident">Eq</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">DrawIndexedIndirectCommand</span> {
    <span class="kw">pub</span> <span class="ident">index_count</span>: <span class="ident">u32</span>,
    <span class="kw">pub</span> <span class="ident">instance_count</span>: <span class="ident">u32</span>,
    <span class="kw">pub</span> <span class="ident">first_index</span>: <span class="ident">u32</span>,
    <span class="kw">pub</span> <span class="ident">vertex_offset</span>: <span class="ident">u32</span>,
    <span class="kw">pub</span> <span class="ident">first_instance</span>: <span class="ident">u32</span>,
}

<span class="attribute">#[<span class="ident">repr</span>(<span class="ident">C</span>)]</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Debug</span>, <span class="ident">Copy</span>, <span class="ident">Clone</span>, <span class="ident">PartialEq</span>, <span class="ident">Eq</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">DispatchIndirectCommand</span> {
    <span class="kw">pub</span> <span class="ident">x</span>: <span class="ident">u32</span>,
    <span class="kw">pub</span> <span class="ident">y</span>: <span class="ident">u32</span>,
    <span class="kw">pub</span> <span class="ident">z</span>: <span class="ident">u32</span>,
}

<span class="doccomment">/// The dynamic state to use for a draw command.</span>
<span class="comment">// TODO: probably not the right location</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Debug</span>, <span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">DynamicState</span> {
    <span class="kw">pub</span> <span class="ident">line_width</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">f32</span><span class="op">&gt;</span>,
    <span class="kw">pub</span> <span class="ident">viewports</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Viewport</span><span class="op">&gt;</span><span class="op">&gt;</span>,
    <span class="kw">pub</span> <span class="ident">scissors</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Scissor</span><span class="op">&gt;</span><span class="op">&gt;</span>,
    <span class="kw">pub</span> <span class="ident">compare_mask</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">DynamicStencilValue</span><span class="op">&gt;</span>,
    <span class="kw">pub</span> <span class="ident">write_mask</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">DynamicStencilValue</span><span class="op">&gt;</span>,
    <span class="kw">pub</span> <span class="ident">reference</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">DynamicStencilValue</span><span class="op">&gt;</span>,

}

<span class="kw">impl</span> <span class="ident">DynamicState</span> {
    <span class="attribute">#[<span class="ident">inline</span>]</span>
    <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">none</span>() <span class="op">-</span><span class="op">&gt;</span> <span class="ident">DynamicState</span> {
        <span class="ident">DynamicState</span> {
            <span class="ident">line_width</span>: <span class="prelude-val">None</span>,
            <span class="ident">viewports</span>: <span class="prelude-val">None</span>,
            <span class="ident">scissors</span>: <span class="prelude-val">None</span>,
            <span class="ident">compare_mask</span>: <span class="prelude-val">None</span>,
            <span class="ident">write_mask</span>: <span class="prelude-val">None</span>,
            <span class="ident">reference</span>: <span class="prelude-val">None</span>
        }
    }
}

<span class="kw">impl</span> <span class="ident">Default</span> <span class="kw">for</span> <span class="ident">DynamicState</span> {
    <span class="attribute">#[<span class="ident">inline</span>]</span>
    <span class="kw">fn</span> <span class="ident">default</span>() <span class="op">-</span><span class="op">&gt;</span> <span class="ident">DynamicState</span> {
        <span class="ident">DynamicState</span>::<span class="ident">none</span>()
    }
}
</pre></div>
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