<!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 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id="154">154</span> <span id="155">155</span> <span id="156">156</span> <span id="157">157</span> <span id="158">158</span> <span id="159">159</span> <span id="160">160</span> <span id="161">161</span> <span id="162">162</span> <span id="163">163</span> <span id="164">164</span> <span id="165">165</span> <span id="166">166</span> <span id="167">167</span> <span id="168">168</span> <span id="169">169</span> <span id="170">170</span> <span id="171">171</span> <span id="172">172</span> <span id="173">173</span> <span id="174">174</span> </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">// <LICENSE-APACHE or</span> <span class="comment">// http://www.apache.org/licenses/LICENSE-2.0> or the MIT</span> <span class="comment">// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,</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 "graphics" 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 "compute" 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<vulkano::device::Device> = return;</span> <span class="doccomment">//! # let queue: std::sync::Arc<vulkano::device::Queue> = 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<C>` 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"><</span><span class="ident">f32</span><span class="op">></span>, <span class="kw">pub</span> <span class="ident">viewports</span>: <span class="prelude-ty">Option</span><span class="op"><</span><span class="ident">Vec</span><span class="op"><</span><span class="ident">Viewport</span><span class="op">></span><span class="op">></span>, <span class="kw">pub</span> <span class="ident">scissors</span>: <span class="prelude-ty">Option</span><span class="op"><</span><span class="ident">Vec</span><span class="op"><</span><span class="ident">Scissor</span><span class="op">></span><span class="op">></span>, <span class="kw">pub</span> <span class="ident">compare_mask</span>: <span class="prelude-ty">Option</span><span class="op"><</span><span class="ident">DynamicStencilValue</span><span class="op">></span>, <span class="kw">pub</span> <span class="ident">write_mask</span>: <span class="prelude-ty">Option</span><span class="op"><</span><span class="ident">DynamicStencilValue</span><span class="op">></span>, <span class="kw">pub</span> <span class="ident">reference</span>: <span class="prelude-ty">Option</span><span class="op"><</span><span class="ident">DynamicStencilValue</span><span class="op">></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">></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">></span> <span class="ident">DynamicState</span> { <span class="ident">DynamicState</span>::<span class="ident">none</span>() } } </pre></div> </section><section id="search" class="content hidden"></section><section class="footer"></section><aside id="help" class="hidden"><div><h1 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