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Tobski avatar Tobski commented on May 29, 2024 1

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.

Tobski avatar Tobski commented on May 29, 2024

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.

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Tobski avatar Tobski commented on May 29, 2024

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.

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marty-johnson59 avatar marty-johnson59 commented on May 29, 2024

Might be worth a whole chapter on moving to Vulkan if you're coming form D3D12?

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