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Use less heavy handed Sync mechanisms for Vulkan #211

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playmer opened this issue Apr 24, 2018 · 1 comment
Open

Use less heavy handed Sync mechanisms for Vulkan #211

playmer opened this issue Apr 24, 2018 · 1 comment

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@playmer
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playmer commented Apr 24, 2018

We use Fences as well as more heavy handed waits in Vulkan, reduce to using more granular primitives. This might help once we are starting to move into multithreading our command buffer generation, as well as incurring potentially less waiting during a given frame.

Alone with this, move off of events, as our use of them is one of the few (only?) things keeping us from MoltenVk on a Graphics layer side.

@playmer
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playmer commented Apr 24, 2018

Note: This may require VkHLF enhancement, many of their calls may assume use of fences underneath.

@playmer playmer added this to Evaluation in General Work Board Jun 4, 2018
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