Operating System : Windows 10
API : Native Win32 SDK, Vulkan 1.3.296
Vulkan 1.3 Dynamically Rendered Rotating Triangle
To learn Vulkan initally , I had done all things in same command buffer w/o any multithreading in picture
• Video
But the main spirit of Vulkan lies in Multithreading
In this video , the section for multithreading chosen is "Command Buffer Recording"
Theorotical description:
In Vulkan and other low-level graphics APIs, command buffer recording refers to the process of creating a sequence of commands that define the rendering and compute operations you want the GPU to execute. Command buffers are essentially a "batch" of instructions, which could include drawing commands, state changes, resource binding, and memory operations. Recording commands into a command buffer allows these instructions to be stored and then submitted to the GPU for execution in an efficient, pre-defined order.
How command buffer recording works ?
1. Begin Command Buffer Recording :
First begin recording by calling a function like `vkBeginCommandBuffer`, which initializes the command buffer for recording commands.
2. Record Commands (task like drawing traiangle in this case):
After initializing, you add the specific commands you need. This might include:
Setting up pipelines and render passes
Binding resources like vertex buffers, index buffers, and descriptor sets
Issuing draw calls or dispatching compute operations
Setting dynamic states (if applicable)
3. End Command Buffer:
When all commands are recorded, you finish by calling a function like `vkEndCommandBuffer`.
At this point, the command buffer is ready to be submitted.
4. Submit Command Buffer:
After recording, you submit the command buffer to a queue with `vkQueueSubmit`, sending it to the GPU for execution.
This approach allows Vulkan to efficiently manage command processing and parallelize GPU work because the commands are pre-defined and recorded ahead of time, avoiding the need for real-time interpretation during execution.
Where in code will I find above things?
Each swap chain image has a corresponding thread that records commands in parallel, managed in the recordAllCommandBuffers function. The recordCommandBuffer function is executed per thread to record commands specific to each swap chain image.
My Code Link : https://github.com/Ananth3990/Vulkan/tree/...
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