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ID3D12CommandAllocator questions

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I am working on making a DX12, Vulkan framework run on CPU and GPU in parallel. Decided to finish the Vulkan implementation before DX12. (Eat the veggies before having the steak XDD) I have a few questions about the usage of ID3D12CommandAllocator: Different sized command lists should use different allocators so the allocators dont grow to worst size Does this mean that I need to know the size of the command list before calling CreateCommandList and pass the appropriate allocator? Try to keep number of allocators to a minimum What are the pitfalls if I create a command allocator per list? This way each allocator will never grow too large for the list. In addition, there will be no need for synchronization. Most of the examples I have seen just use a pool of allocators and do fence based synchronization. I can modify that to also consider command list size but before that any advice on this will really help me to understand the internal workings of the ID3D12CommandAllocator in a better way.

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