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FEATURES.md
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# Differences between Vulkan and vulkano
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This page lists the features that vulkano brings over Vulkan, and the design decisions of vulkano
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that you have to be aware of compared to Vulkan.
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## Arcs usage
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If you use vulkano, you quickly notice that all `Foo::new` functions return an `Arc<Foo>` instead
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of a `Foo`.
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Take this code for example:
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```rust
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pub struct SpriteDrawSystem<R> {
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cb: Arc<SecondaryGraphicsCommandBuffer<R>>,
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}
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impl<R> SpriteDrawSystem<R> {
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pub fn new(queue: &Arc<Queue>, subpass: Subpass<R>) -> SpriteDrawSystem<R> {
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.. build the descriptor set layouts ..
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.. build the descriptor pool ..
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.. build the pipeline layout ..
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.. build the descriptor sets ..
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.. build the shader modules ..
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.. build the pipeline ..
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.. build the command buffer ..
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SpriteDrawSystem { cb: .. }
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}
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#[inline]
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pub fn draw(&self, out: PrimaryCommandBufferBuilderSecondaryDraw<R>)
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-> PrimaryCommandBufferBuilderSecondaryDraw<R>
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{
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out.execute_commands(&self.cb)
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}
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}
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```
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## Buffer strong typing
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In vulkano, buffers are strongly-typed. For example, creating an index buffer is done like this:
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```rust
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use vulkano::buffer::Buffer;
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use vulkano::buffer::Usage as BufferUsage;
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use vulkano::memory::DeviceLocal;
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let index_buffer = Buffer::<[u16], _>::array(&device, 128 /* number of elements */,
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&BufferUsage::all(), DeviceLocal, &queue).unwrap();
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```
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Notice that we explicitely tell vulkano that the content of the buffer is of type `[u16]`.
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## Image strong typing
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Just like buffers, images also use strong typing.
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## Choosing between compile-time checks and runtime checks
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Whenever you build a render pass, you have to pass an object that describes the layout of the
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render pass.
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## Keeping command buffers alive
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In Vulkan, care must be taken to not destroy command buffers that are still in use by the GPU.
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In vulkano, submitting a command buffer to a queue returns a `Submission` object that holds
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an `Arc` to the command buffer that has been submitted. Destroying this object will block
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until it is known that the command buffer is no longer in use.
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The best way to deal with `Submission` objects is to store them in a `Vec`. You can either return
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the `Submission` objects from functions that produce them, and then store them all on the stack
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around your main loop. Or you can store the objects within another long-lived object, for example
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in your `Scene` or your `SpritesDrawingSystem`.
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If you keep pushing submission objects in your `Vec` you will ultimately run out of memory.
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Cleaning the objects that are no longer needed can be done like this:
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```rust
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submissions.retain(|s| !s.destroying_would_block());
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```
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## Buffers and images queue ownership
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Whenver you create a buffer or an image with Vulkan, you have to explicitely tell the driver
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whether the buffer or image is in *exclusive mode* or in *shared mode*.
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Exclusive mode means that one queue family will have ownership of the image or buffer. You
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don't need to tell Vulkan which queue family it is, as the first queue that uses the resource
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will be considered as having the ownership. The ownership of a resource can be changed by
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submitting a command buffer with a barrier command to both the old owner and the new owner.
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Shared mode means that the resource can be used simultaneously by multiple queue families.
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If you use this mode, you have to tell Vulkano which queue families can use it.
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In vulkano you can also choose between exclusive and shared, but in exclusive mode you have
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to specify which queue family is the owner.
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## Image layouts
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In the Vulkan API, each subresource (ie. mipmap or array level) of an image has a specific
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layout: color-attachment-optimal, transfer-source-optimal, shader-read-only-optimal, etc.
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Despite the fact that their names contain `optimal`, switching to the correct layout is
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mandatory. For example, you must transition an image to the color attachment layout before
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using an image as a color attachment. Transitionning an image must be done with a barrier
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command in a command buffer.
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This is handled automatically by vulkano. Vulkano, however, has no way of knowing in which
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order the command buffers you build will be submitted. To solve this problem it has to use a
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trick: images have a default layout.
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Whenever you create an image, you have to specify in which layout it is going to be used the
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most. If then you use that image in a way that corresponds to the layout you specified, vulkano
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won't perform any layout transition. However if you use the image in another way, vulkano
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will perform a layout transition to the required layout, then back to the default layout at
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the end of the command buffer.
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*Warning: this library breaks every five minutes for the moment.*
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## [Documentation](http://tomaka.github.io/vulkano/vulkano/index.html)
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## [Documentation](http://tomaka.github.io/vulkano/vulkano/index.tml)
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## [Differences between Vulkan and vulkano](FEATURES.md)
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This repository contains three libraries:
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