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vulkan,docs: Add documentation Vulkan command pools
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18324>
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78
docs/vulkan/command-pools.rst
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docs/vulkan/command-pools.rst
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Command Pools
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=============
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The Vulkan runtime code provides a common ``VkCommandPool`` implementation
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which makes managing the lifetimes of command buffers and recycling their
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internal state easier. To use the common command pool a driver needs to
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fill out a :cpp:struct:`vk_command_buffer_ops` struct and set the
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``command_buffer_ops`` field of :cpp:struct:`vk_device`.
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.. doxygenstruct:: vk_command_buffer_ops
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:members:
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By reducing the entirety of command buffer lifetime management to these
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three functions, much of the complexity of command pools can be implemented
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in common code, providing better, more consistent behavior across Mesa.
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Command Buffer Recycling
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------------------------
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The common command pool provides automatic command buffer recycling as long
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as the driver uses the common ``vkAllocateCommandBuffers()`` and
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``vkFreeCommandBuffers()`` implementations. The driver must also provide the
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``reset`` function pointer in :cpp:struct:`vk_command_buffer_ops`.
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With the common command buffer pool, when the client calls
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``vkFreeCommandBuffers()``, the command buffers are not immediately freed.
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Instead, they are reset with
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``VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT``, their base object is
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recycled, and they are added to a free list inside the pool. When the
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client then calls ``vkAllocateCommandBuffers()``, we check the free list
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and return a recycled command buffer, if any are available. This provides
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some basic command buffer pooling without the driver doing any additional
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work.
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Custom command pools
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--------------------
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If a driver wishes to recycle at a finer granularity than whole command
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buffers, they can do so by providing their own command pool implementation
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which wraps :cpp:struct:`vk_command_pool`. The common use-case here is if
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the driver wants to pool command-buffer-internal objects at a finer
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granularity than whole command buffers. The command pool provides a place
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where things like GPU command buffers or upload buffers can be cached
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without having to take a lock.
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When implementing a custom command pool, drivers need only implement three
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entrypoints:
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- ``vkCreateCommandPool()``
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- ``vkDestroyCommandPool()``
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- ``vkTrimCommandPool()``
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All of the other entrypoints will be handled by common code so long as the
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driver's command pool derives from :cpp:struct:`vk_command_pool`.
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The driver implementation of the command buffer ``recycle()`` function
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should respect ``VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT`` and, when
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set, return any recyclable resources to the command pool. This may be set
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by the client when it calls ``vkResetCommandBuffer()``, come from a
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whole-pool reset via ``VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT``, or
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come from the common command buffer code when a command buffer is recycled.
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The driver's implementation of ``vkTrimCommandPool()`` should free any
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resources that have been cached within the command pool back to the device
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or back to the OS. It **must** also call :cpp:func:`vk_command_pool_trim`
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to allow the common code to free any recycled command buffers.
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Reference
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---------
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.. doxygenstruct:: vk_command_pool
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:members:
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.. doxygenfunction:: vk_command_pool_init
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.. doxygenfunction:: vk_command_pool_finish
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.. doxygenfunction:: vk_command_pool_trim
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@ -11,5 +11,6 @@ hardware-agnostic bits in common code.
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base-objs
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base-objs
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dispatch
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dispatch
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command-pools
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graphics-state
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graphics-state
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renderpass
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renderpass
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@ -31,6 +31,7 @@
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extern "C" {
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extern "C" {
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#endif
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#endif
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/** Base object for implementin VkCommandPool */
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struct vk_command_pool {
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struct vk_command_pool {
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struct vk_object_base base;
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struct vk_object_base base;
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@ -57,17 +58,41 @@ struct vk_command_pool {
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};
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};
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VK_DEFINE_NONDISP_HANDLE_CASTS(vk_command_pool, base, VkCommandPool,
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VK_DEFINE_NONDISP_HANDLE_CASTS(vk_command_pool, base, VkCommandPool,
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VK_OBJECT_TYPE_COMMAND_POOL)
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VK_OBJECT_TYPE_COMMAND_POOL);
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/** Initialize a vk_command_pool
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*
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* @param[in] device The Vulkan device
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* @param[out] pool The command pool to initialize
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* @param[in] pCreateInfo VkCommandPoolCreateInfo pointer passed to
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* `vkCreateCommandPool()`
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* @param[in] pAllocator Allocation callbacks passed to
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* `vkCreateCommandPool()`
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*/
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VkResult MUST_CHECK
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VkResult MUST_CHECK
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vk_command_pool_init(struct vk_device *device,
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vk_command_pool_init(struct vk_device *device,
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struct vk_command_pool *pool,
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struct vk_command_pool *pool,
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const VkCommandPoolCreateInfo *pCreateInfo,
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const VkCommandPoolCreateInfo *pCreateInfo,
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const VkAllocationCallbacks *pAllocator);
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const VkAllocationCallbacks *pAllocator);
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/** Tear down a vk_command_pool
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*
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* @param[inout] pool The command pool to tear down
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*/
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void
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void
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vk_command_pool_finish(struct vk_command_pool *pool);
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vk_command_pool_finish(struct vk_command_pool *pool);
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/** Trim a vk_command_pool
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*
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* This discards any resources that may be cached by the common
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* vk_command_pool code. For driver-implemented command pools, drivers should
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* call this function inside their `vkTrimCommandPool()` implementation. This
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* should be called before doing any driver-specific trimming in case it ends
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* up returning driver-internal resources to the pool.
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*
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* @param[inout] pool The command pool to trim
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* @param[in] flags Flags controling the trim operation
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*/
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void
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void
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vk_command_pool_trim(struct vk_command_pool *pool,
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vk_command_pool_trim(struct vk_command_pool *pool,
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VkCommandPoolTrimFlags flags);
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VkCommandPoolTrimFlags flags);
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