Added note on sync
This commit is contained in:
parent
807d11387d
commit
8cf07e4685
1 changed files with 6 additions and 0 deletions
|
|
@ -11,6 +11,7 @@ A comprehensive collection of open source C++ examples for [Vulkan®](https://ww
|
|||
+ [Building](#Building)
|
||||
+ [Running](#Running)
|
||||
+ [Shaders](#Shaders)
|
||||
+ [A note on synchronization](#a-note-on-synchronization)
|
||||
+ [Examples](#Examples)
|
||||
+ [Basics](#Basics)
|
||||
+ [glTF](#glTF)
|
||||
|
|
@ -90,6 +91,11 @@ Note that some examples require specific device features, and if you are on a mu
|
|||
|
||||
Vulkan consumes shaders in an intermediate representation called SPIR-V. This makes it possible to use different shader languages by compiling them to that bytecode format. The primary shader language used here is [GLSL](data/shaders/glsl) but thanks to an external contribution you'll also find [HLSL](data/shaders/hlsl) shader sources.
|
||||
|
||||
## A note on synchronization
|
||||
|
||||
Synchronization in the master branch currently isn't optimal und uses ```vkDeviceQueueWaitIdle``` at the end of each frame. This is a heavy operation and is suboptimal in regards to having CPU and GPU operations run in parallel. I'm currently reworking this in the [this branch](https://github.com/SaschaWillems/Vulkan/tree/proper_sync_dynamic_cb). While still work-in-progress, if you're interested in a more proper way of synchronization in Vulkan, please take a look at that branch.
|
||||
|
||||
|
||||
## Examples
|
||||
|
||||
### Basics
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue