[][src]Module vulkano::buffer

Location in memory that contains data.

A Vulkan buffer is very similar to a buffer that you would use in programming languages in general, in the sense that it is a location in memory that contains data. The difference between a Vulkan buffer and a regular buffer is that the content of a Vulkan buffer is accessible from the GPU.

Various kinds of buffers

The low level implementation of a buffer is UnsafeBuffer. This type makes it possible to use all the features that Vulkan is capable of, but as its name tells it is unsafe to use.

Instead you are encouraged to use one of the high-level wrappers that vulkano provides. Which wrapper to use depends on the way you are going to use the buffer:

Here is a quick way to choose which buffer to use. Do you often need to read or write the content of the buffer? If so, use a CpuBufferPool. Otherwise, do you need to be able to modify the content of the buffer after its initialization? If so, use a DeviceLocalBuffer. If no to both questions, use an ImmutableBuffer.

When deciding how your buffer is going to be used, don't forget that sometimes the best solution is to manipulate multiple buffers instead. For example if you need to update a buffer's content only from time to time, it may be a good idea to simply recreate a new ImmutableBuffer every time. Another example: if a buffer is under constant access by the GPU but you need to read its content on the CPU from time to time, it may be a good idea to use a DeviceLocalBuffer as the main buffer and a CpuBufferPool for when you need to read it. Then whenever you need to read the main buffer, ask the GPU to copy from the device-local buffer to the CPU buffer pool, and read the CPU buffer pool instead.

Buffers usage

When you create a buffer object, you have to specify its usage. In other words, you have to specify the way it is going to be used. Trying to use a buffer in a way that wasn't specified when you created it will result in a runtime error.

You can use buffers for the following purposes:

Accessing a buffer from a shader can be done in the following ways:

Using uniform/storage texel buffers requires creating a buffer view. See the view module for how to create a buffer view.

Re-exports

pub use self::cpu_access::CpuAccessibleBuffer;
pub use self::cpu_pool::CpuBufferPool;
pub use self::device_local::DeviceLocalBuffer;
pub use self::immutable::ImmutableBuffer;
pub use self::sys::BufferCreationError;
pub use self::view::BufferView;
pub use self::view::BufferViewRef;

Modules

cpu_access

Buffer whose content is accessible to the CPU.

cpu_pool
device_local

Buffer whose content is read-written by the GPU only.

immutable

Buffer that is written once then read for as long as it is alive.

sys

Low level implementation of buffers.

view

View of a buffer, in order to use it as a uniform texel buffer or storage texel buffer.

Structs

BufferInner

Inner information about a buffer.

BufferSlice

A subpart of a buffer.

BufferUsage

Describes how a buffer is going to be used. This is not just an optimization.

Traits

BufferAccess

Trait for objects that represent a way for the GPU to have access to a buffer or a slice of a buffer.

TypedBufferAccess

Extension trait for BufferAccess. Indicates the type of the content of the buffer.