Tobski
Tobski
The bit that is ambiguous is that GLSL/GL suggest that there's no chance of things blowing up with that undefined value; something that _can_ happen with Vulkan at the SPIR-V...
CC @amdrexu @greg-lunarg
Hi @MangoSister, I wrote most of those examples - glad you've found them helpful! I'd love to go back and do some more but unfortunately I'm rather more pressed for...
Hi @MangoSister, my apologies for the delay here - it's been a somewhat ridiculous few weeks for me and I'm only just now getting back on top of things. To...
Also: http://themaister.net/blog/2019/08/14/yet-another-blog-explaining-vulkan-synchronization/ gives a great explanation of this stuff, might be worth a read, covers dependency chains fairly well.
As an additional point, it would probably be useful to draw parallels to the D3D12 "Variable Shading Rate" functionality - noting how these are intended to behave the same.
I would also note that there's interaction between command buffer management and semaphore management here - timeline semaphores kind of round out the whole package if you want to truly...
One additional thing to mention which I kind of didn't call out explicitly, in the same way that in D3D12 you would need to call [ID3D12CommandAllocator::Reset](https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/nf-d3d12-id3d12commandallocator-reset) to reclaim memory, you...
One other comment is that this doesn't represent the _only_ way you might use command lists in D3D12 - it seems perfectly possible to use them in the same way...
Given that the implementation for this has now landed, can we merge this? I hadn't noticed until now. Ping @gnl21