Add notes about where we'd need to handle queue resource sharing

* This won't be handled until after 1.0 (since that's when we'll support
  multiple queue families, etc.
This commit is contained in:
baldurk
2015-12-02 20:45:36 +01:00
parent acb38757cd
commit 3c8fe0e44a
4 changed files with 7 additions and 1 deletions
+1
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@@ -44,6 +44,7 @@ In no particular order, features that are not planned until after 1.0.
* Stepping inside vkCmdExecuteCommands
* Support for replaying captures on a different machine to where they were captured
* Shader debugging
* Sharing resources between different queues, and ownership changing hands
* Mesh output data after geometry and tessellation shaders
* Vertex picking
* Pixel history
+1 -1
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@@ -4032,7 +4032,7 @@ void Serialiser::Serialise(const char *name, VkSwapchainCreateInfoKHR &el)
Serialise("preTransform", el.preTransform);
Serialise("imageArraySize", el.imageArraySize);
// VKTODOLOW: do we need sharingMode, queueFamilyCount, pQueueFamilyIndices?
// SHARING: sharingMode, queueFamilyCount, pQueueFamilyIndices
Serialise("presentMode", el.presentMode);
+1
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@@ -30,6 +30,7 @@
// MULTIDEVICE - parts of the code that will need to be updated to support
// multiple devices or queues.
// SHARING - as above, for handling resource sharing between queues
#include "common/common.h"
@@ -902,6 +902,8 @@ VkResult WrappedVulkan::vkCreateBuffer(
VkBuffer* pBuffer)
{
VkResult ret = ObjDisp(device)->CreateBuffer(Unwrap(device), pCreateInfo, pBuffer);
// SHARING: pCreateInfo sharingMode, queueFamilyCount, pQueueFamilyIndices
if(ret == VK_SUCCESS)
{
@@ -1102,6 +1104,8 @@ VkResult WrappedVulkan::vkCreateImage(
VkImage* pImage)
{
VkResult ret = ObjDisp(device)->CreateImage(Unwrap(device), pCreateInfo, pImage);
// SHARING: pCreateInfo sharingMode, queueFamilyCount, pQueueFamilyIndices
if(ret == VK_SUCCESS)
{