The following passage is currently duplicated in chapters/cmdbuffers.txt and chapters/VK_NV_win32_keyed_mutex/keyed_mutex_submit.txt.
When submitting work that operates on memory imported from a Direct3D 11
resource to a queue, the keyed mutex mechanism may: be used in addition to
Vulkan semaphores to synchronize the work.
Keyed mutexes are a property of a properly created shareable Direct3D 11
resource.
They can: only be used if the imported resource was created with the
etext:D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX flag.
The following passage is currently duplicated in chapters/cmdbuffers.txt and chapters/VK_NV_win32_keyed_mutex/keyed_mutex_submit.txt.