Chapter 19. Drawing Commands

Drawing commands (commands with Draw in the name) provoke work in a graphics pipeline. Drawing commands are recorded into a command buffer and when executed by a queue, will produce work which executes according to the currently bound graphics pipeline. A graphics pipeline must be bound to a command buffer before any drawing commands are recorded in that command buffer.

Each draw is made up of zero or more vertices and zero or more instances, which are processed by the device and result in the assembly of primitives. Primitives are assembled according to the pInputAssemblyState member of the VkGraphicsPipelineCreateInfo structure, which is of type VkPipelineInputAssemblyStateCreateInfo:

 

typedef struct VkPipelineInputAssemblyStateCreateInfo {
    VkStructureType                            sType;
    const void*                                pNext;
    VkPipelineInputAssemblyStateCreateFlags    flags;
    VkPrimitiveTopology                        topology;
    VkBool32                                   primitiveRestartEnable;
} VkPipelineInputAssemblyStateCreateInfo;

Restarting the assembly of primitives discards the most recent index values if those elements formed an incomplete primitive, and restarts the primitive assembly using the subsequent indices, but only assembling the immediately following element through the end of the originally specified elements. The primitive restart index value comparison is performed before adding the vertexOffset value to the index value.