Rendering can be a very CPU heavy operation even though GPU does all the rendering - but CPU is still the one submitting all those commands. For this purpose Banshee provides a @ref bs::ct::CommandBuffer "ct::CommandBuffer" object. This object allows you to queue low-level rendering commands on different threads, allowing you to better distribute the CPU usage. Normally rendering commands are only allowed to be submitted from the core thread, but when using command buffers you are allowed to use a different thread for each command buffer.
Almost every method on RenderAPI accepts a CommandBuffer as its last parameter. If you don't provide one the system will instead use its primary internal command buffer. When you do you can use RenderAPI from different threads safely.
Note: At this point command buffers are only natively supported by the Vulkan render API and will be emulated on others. This means there will be no performance benefit on non-Vulkan render APIs.
To create a CommandBuffer call @ref bs::ct::CommandBuffer::create "ct::CommandBuffer::create()" with @ref bs::GpuQueueType "GpuQueueType" as the parameter. GpuQueueType can be:
If you know a command buffer will only execute compute operations it is beneficial to only create it using GQT_COMPUTE.
SPtr<CommandBuffer> cmds = CommandBuffer::create(GQT_GRAPHICS);
Once created simply provide it to any relevant RenderAPI calls as the last parameter.
RenderAPI& rapi = RenderAPI::instance();
// ... bind pipeline, vertex/index buffers, etc.
rapi.drawIndexed(0, numIndices, 0, numVertices, 1 cmds);
Commands queued on a command buffer will only get executed after the command buffer is submitted. Submission is done by calling @ref bs::ct::RenderAPI::submitCommandBuffer "ct::RenderAPI::submitCommandBuffer()".
RenderAPI& rapi = RenderAPI::instance();
rapi.submitCommandBuffer(cmds);
The default command buffer (one used when you provide no command buffer to RenderAPI) is automatically submitted on a call to RenderAPI::swapBuffers().
Note that even though command buffers can be populated with commands on various threads, ct::RenderAPI::submitCommandBuffer() must only be called from the core thread. You must also externally synchronize access to CommandBuffer when passing it between threads, as it is not thread safe.