Comments (4)
One additional thing to mention which I kind of didn't call out explicitly, in the same way that in D3D12 you would need to call ID3D12CommandAllocator::Reset to reclaim memory, you should be calling vkResetCommandPool - ideally once per frame. If we're going to document this properly as command buffer management advice, we should be clear to include that. Not doing this can result in an eventual OOM condition.
See https://docs.microsoft.com/en-us/windows/win32/direct3d12/recording-command-lists-and-bundles for useful info on how d3d12 command lists are used.
from vulkan-guide.
I would also note that there's interaction between command buffer management and semaphore management here - timeline semaphores kind of round out the whole package if you want to truly emulate the same style of command buffer management developers are used to in D3D12. These pieces can be written separately, but eventually should be part of the same guide section.
from vulkan-guide.
One other comment is that this doesn't represent the only way you might use command lists in D3D12 - it seems perfectly possible to use them in the same way as Vulkan. This is specifically addressing a common pattern in D3D12 applications where the command lists are created and submitted on a per-frame basis, but then they are individually reset to use a new command allocator - this indicates the best way to accomplish that.
from vulkan-guide.
Might be worth a whole chapter on moving to Vulkan if you're coming form D3D12?
from vulkan-guide.
Related Issues (20)
- Add section about things to know when upgrading Vulkan minor versions
- Adding chapter on HLSL shader model coverage HOT 2
- VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT description is ambiguous. HOT 1
- How about add another link of helpful post of synchronization? HOT 1
- Typo in sentence HOT 1
- Add section about different ways of uploading data to the GPU? HOT 2
- Asciidoctor error on Make - MacOS HOT 2
- Add CI to check or build single page guide HOT 2
- Minor spelling mistake HOT 1
- Adding a "How to Vulkan in 20XX" chapter
- Unclear when non-core formats are allowed to be used HOT 4
- Update HLSL in Vulkan chapter to match update DXC API
- vkFreeMemory() memory leaks while the VkDeviceMemory object was allocated with VkExportMemoryAllocateInfo HOT 3
- compare directX11 and vulkan in UE5 use NVIDIA Nsight HOT 3
- Rename default branch to 'main' HOT 11
- Rendering backticks with trailing `s` not closing monospace block HOT 2
- Add chapter on using profiles HOT 3
- Add chapter with GLSL to HLSL mapping HOT 5
- Rework or elaborate development tools chapter HOT 4
- Guide/latest - broken link HOT 1
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from vulkan-guide.