5.1. Command Pools

Command pools are opaque objects that command buffer memory is allocated from, and which allow the implementation to amortize the cost of resource creation across multiple command buffers. Command pools are application-synchronized, meaning that a command pool must not be used concurrently in multiple threads. That includes use via recording commands on any command buffers allocated from the pool, as well as operations that allocate, free, and reset command buffers or the pool itself.

To create a command pool, call:


VkResult vkCreateCommandPool(
    VkDevice                                    device,
    const VkCommandPoolCreateInfo*              pCreateInfo,
    const VkAllocationCallbacks*                pAllocator,
    VkCommandPool*                              pCommandPool);

The VkCommandPoolCreateInfo structure is defined as:


typedef struct VkCommandPoolCreateInfo {
    VkStructureType             sType;
    const void*                 pNext;
    VkCommandPoolCreateFlags    flags;
    uint32_t                    queueFamilyIndex;
} VkCommandPoolCreateInfo;

Reset a command pool by calling:


VkResult vkResetCommandPool(
    VkDevice                                    device,
    VkCommandPool                               commandPool,
    VkCommandPoolResetFlags                     flags);

Resetting a command pool recycles all of the resources from all of the command buffers allocated from the command pool back to the command pool. All command buffers that have been allocated from the command pool are put in the initial state.

flags is a bitmask controlling the operation. Bits which can be set include:


typedef enum VkCommandPoolResetFlagBits {
} VkCommandPoolResetFlagBits;

If flags includes VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT, resetting a command pool recycles all of the resources from the command pool back to the system.

To destroy a command pool, call:


void vkDestroyCommandPool(
    VkDevice                                    device,
    VkCommandPool                               commandPool,
    const VkAllocationCallbacks*                pAllocator);

When a pool is destroyed, all command buffers allocated from the pool are implicitly freed and become invalid. Command buffers allocated from a given pool do not need to be freed before destroying that command pool.