playmer / YTE

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Use less heavy handed Sync mechanisms for Vulkan #211

Open playmer opened 6 years ago

playmer commented 6 years ago

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 commented 6 years ago

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