Investigate the synchronization guarentees provided by the semaphore implementation via fences.
Vulkan semaphores define a memory dependency, which we should try to emulate on dx12 as good as possible. I couldn't find documentation on this topic on msdn.
Investigate the synchronization guarentees provided by the semaphore implementation via fences. Vulkan semaphores define a memory dependency, which we should try to emulate on dx12 as good as possible. I couldn't find documentation on this topic on msdn.
Interesting dicussion: https://www.gamedev.net/forums/topic/677701-d3d12-resource-barriers-in-multiple-command-lists/?tab=comments#comment-5286493