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Covers: Memory barriers, Execution barriers, Events, Changes in Sync2. Timeline Semaphores. "when to use X primitive". Difference between memory & image barriers.
Basic use cases for each.
Why sync is so explicit in Vulkan - reference opengl & why its good vulkan requires explicit sync.
How GPU sync differs from CPU sync. (The hardware differences essentially). Task vs Data parallelism.
Covers: Memory barriers, Execution barriers, Events, Changes in Sync2. Timeline Semaphores. "when to use X primitive". Difference between memory & image barriers.
Basic use cases for each.
Why sync is so explicit in Vulkan - reference opengl & why its good vulkan requires explicit sync.
How GPU sync differs from CPU sync. (The hardware differences essentially). Task vs Data parallelism.
Memory model - don't need to mention it.
Reference/Link to external articles & blogs that go into more detail.
vulkan-guide chapter:
https://github.com/KhronosGroup/Vulkan-Guide/blob/master/chapters/synchronization.adoc
Note: Copied from the old repo's project board
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