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Learning Vulkan

You're reading from   Learning Vulkan Get introduced to the next generation graphics API—Vulkan

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Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
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Author (1):
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Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with the NextGen 3D Graphics API FREE CHAPTER 2. Your First Vulkan Pseudo Program 3. Shaking Hands with the Device 4. Debugging in Vulkan 5. Command Buffer and Memory Management in Vulkan 6. Allocating Image Resources and Building a Swapchain with WSI 7. Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V 8. Pipelines and Pipeline State Management 9. Drawing Objects 10. Descriptors and Push Constant 11. Drawing Textures

Understanding synchronization primitives in Vulkan

Synchronization is key to bringing order and discipline into asynchronous system. It not only improves resource utilization, it also benefits from parallelism by reducing CPU and GPU idle time.

Vulkan offers the following four types of synchronization primitive for concurrent execution:

  • Fences: Offer synchronization between the host and device
  • Semaphores: Synchronize between and within queues
  • Events: Between queue submissions
  • Barriers: Within a command buffer between commands

In this section, we will learn about synchronization primitives and understand their API specification. The drawing object example that we implemented in this chapter makes use of semaphores to synchronize swapchain image writing. In the next chapter, we will learn to draw textures and implement fence to synchronize the host and device.

Fences

When a host submits a command in a queue, it gets scheduled for device processing. Sometimes it may require to know the status of command...

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