well, something’s definitely wrong with my synchronization, but aside from the glitches this is coming together pretty well. GPUs are fun!pic.twitter.com/MtxHvoXXOq
I've seen this happen when advancing the offset or buffer index in the completed/scheduled handler rather than at frame submission time
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that would make sense but I’m not even using real n-buffering—once the compute ping-pong is in I waitUntilDone to get the number of tris out
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the approach on this project so far has been “figure out how to get the stupidest possible version working, then redo it all piece by piece”
End of conversation
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