
The semaphore so that the command buffer will only be processed in the background after the presentation engine have finished reading from the target image. After getting the image the next thing we do is submit a command buffer for rendering into the render queue. If we had more to render we could have encountered some glitches. We can get an image without a semaphore (which weĭid in the previous tutorials by passing in NULL as the semaphore) but it is risky. The thing is that since the presentation engine may not have finished reading from this image (during some previous frame) itīasically tells us: "Hey! here's a free image for you at index XYZ but make sure you wait on this semaphore before you actually use it". This function returns immediately (it does not hang until an image is actually available) This will be the target image for the current frame.

If we look at the RenderScene() function we see that we start by acquiringĪn image from the swap chain. The main problem was that I didn't synchronize access to the swap chain images correctly. Run as expected there were many things done wrong so I decided to do a tutorial about these mistakes and get back to the original subject (which was vertex buffers) in the next But as I said, I was actually running with validation disabled and missed quite a lot of stuff. This was one of the design goals of Vulkan.
DOES SEMAPHOR MESSAGING LET YOU INCLUDE PHOTOS DRIVER
Since they add some overhead to the execution of the driver with all the extraĬhecks that they do you are supposed to activate them only during development and then ship the final product to customers with validation disabled to get max performance. The Vulkan API calls as posssible and output warning and error messages whenever something is wrong. The purpose of these layers is to do as much validation on So here's the story - I wrote the first three Vulkan tutorials under the assumption that the validation layers are active. Tutorial 53: Vulkan Semaphores And Other Fixes Background
