Questions tagged [synchronization]

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2answers
960 views

How does ID3D12Resource::Map work?

How does Map() work? I would guess that it allocates memory to fit the resource size (or a range of it), but when are the bytes sent to the GPU?
3
votes
1answer
1k views

Why do I need memory barrier when doing atomic operations?

I am reading the OpenGL SuperBible 7th edition which covers atomic operations on memory specifically within shader storage blocks. It says (about atomic operations): If two invocations access the ...
3
votes
1answer
366 views

Directly use Transform Feedback primitive count as instance count for drawing

When using Transform Feedback to capture the vertices generated by the primtive generation stage, we can use glDrawTransformFeedback to directly draw the generated ...
2
votes
1answer
108 views

Can D3D12 resource barriers be used to synchronize between the compute and 3D engine?

What is the best way to synchronize resource access between the (async) compute engine and the 3d engine (aka. direct engine) in D3D 12? I found this paragraph about multi-engine synchronization on ...
1
vote
1answer
342 views

Do we really need a fence event?

One of the hardest things for me with the modern closer to the metal graphics APIs is understanding synchronization. I usually try to simplify things in order to understand the concept better. In ...
1
vote
0answers
27 views

Sampling the depth component of a packed depth-stencil texture while rendering to its stencil component

I need to frequently perform depth testing for any given fragment at a different fragment location than the one rendered to. Since this isn't possible with normal builtin OpenGL depth testing ...
0
votes
1answer
126 views

how to update my scene graph?

I am updating my scene graph in response to user input and the network. What is the best way to do this? The updating threads are separate. Some approaches I am thinking about: double buffer. There ...
0
votes
1answer
64 views

Only each third image in swapchain is being used, causing flickering

I've managed to write a "small" Vulkan program that outputs a solid color using compute shader directly to swapchain. However, it doesn't work properly. ImageMemoryBarriers I've setup don't ...