In the last video, we set up a command queue, command list and a set of command allocators to be used for multiple frame buffers in such a way that enables the CPU and GPU to work in parallel. However, because we have a limited number of frame buffers, we need to synchronize CPU and GPU. In this video, I'll briefly explain the mechanism for this synchronization and then finish writing the code for work submission.
(Red Episode)
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keywords: graphics rendering, direct3d 12, directx 12
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries