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I'm afraid your description is too open ended for us to guess what you are trying to achieve, what your have implemented and what is happening on your system. The best I can suggest is to read up on Vulkan synchronization, it's a bit of complex topic so be prepared to spend the time to understand it, even now I'm not an expert. Most VSG usage doesn't require intimate knowledge of the synchronization side just occasionally you'll need to dig into the details. Broadly speaking Vulkan has:
With complex topics it's hard to help folks as there are so many unknowns and seeing the problem first hand with code and data that reproduces is often the difference between others being able to understand enough to help and not being able to help at all. It may be that you are attempting to do something that others haven't tried before, so this makes it more critical that others will find it helpful to have an simplified example that illustrates what you are doing. Think about it in terms - you have 100% of the information about what you are trying to do, how you are doing and how it's failing, while others might have 1% of an idea of what you are doing so asking for help from folks that only have that 1% understand isn't likely to end in much help for anyone. |
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Hello! I have a command graph with [queueFlags = VK_QUEUE_GRAPHICS_BIT | VK_QUEUE_COMPUTE_BIT]. In the graph there is some graphics draw nodes, and after that, node with compute shader. In the Comp Shader i am filling some storage buffer to make atomic counter what is created like that:
After record and present stages i call function to read data from that buffer like that:
And there is a problem:
If i understand that right, compute shader is simply not done yet to the moment after record() and present() functions.
What do i need to do to sync computations and read?
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