Summary
In this chapter, we learned about the concept of task-based parallelism and saw how using a library such as enkiTS can quickly add multi-threading capabilities to the Raptor Engine.
We then learned how to add support for loading data from files to the GPU using an asynchronous loader. We also focused on Vulkan-related code to have a second queue of execution that can run in parallel to the one responsible for drawing. We saw the difference between primary and secondary command buffers.
We talked about the importance of the buffer’s allocation strategy to ensure safety when recording commands in parallel, especially taking into consideration command reuse between frames.
Finally, we showed step by step how to use both types of command buffers, and this should be enough to add the desired level of parallelism to any application that decides to use Vulkan as its graphics API.
In the next chapter, we will work on a data structure called Frame Graph, which will...