@cmuratori Even though there is only one command queue for rendering, there could be multiple queues for compute.
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Replying to @won3d
@won3d@cmuratori I think you may have a hard time convincing the HW guys that they need multiple graphics command queues.1 reply 0 retweets 1 like -
Replying to @cmuratori
@cmuratori@won3d That's what command buffers do. Expensive part is building per-draw info, setting ptr in HW command processor.1 reply 1 retweet 0 likes -
Replying to @JJcoolkl
@cmuratori@won3d Correction: NOT setting ptr in HW command processor.1 reply 0 retweets 0 likes -
Replying to @JJcoolkl
@cmuratori@won3d HW CP limits will be hit next but it's a HW issue not Vulkan issue (the API could work with multiple graphics queues)1 reply 0 retweets 0 likes -
Replying to @JJcoolkl
@cmuratori@won3d If you want to put a SW lock around a single HW command queue you are free to do that. Don't put it in the API, tho.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@JJcoolkl@won3d Which is what that diagram showed. If a driver _has_ to have one for some reason, that's their prerogative.2 replies 0 retweets 0 likes -
Replying to @cmuratori1 reply 0 retweets 0 likes
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