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// first submit we respect whatever stages the user had (maybe they wanted to be notified of the completion of `nextSubmit.prevCommandBuffers`
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nextSubmit.scratchSemaphore.stageMask = {};
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// overflowSubmit no longer blocks for the last submit to have completed, so we must do it ourselves here
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// TODO: if we cleverly overflowed BEFORE completely running out of memory (better heuristics) then we wouldn't need to do this and some CPU-GPU overlap could be achieved
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if (nextSubmit.overflowCallback)
@@ -419,6 +425,7 @@ class NBL_API2 IUtilities : public core::IReferenceCounted
// first submit we respect whatever stages the user had (maybe they wanted to be notified of the completion of `nextSubmit.prevCommandBuffers`
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nextSubmit.scratchSemaphore.stageMask = {};
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// overflowSubmit no longer blocks for the last submit to have completed, so we must do it ourselves here
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// TODO: if we cleverly overflowed BEFORE completely running out of memory (better heuristics) then we wouldn't need to do this and some CPU-GPU overlap could be achieved
// overflowSubmit no longer blocks for the last submit to have completed, so we must do it ourselves here
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// TODO: if we cleverly overflowed BEFORE completely running out of memory (better heuristics) then we wouldn't need to do this and some CPU-GPU overlap could be achieved
// this doesn't actually free the memory, the memory is queued up to be freed only after the GPU fence/event is signalled
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m_defaultUploadBuffer.get()->multi_deallocate(1u,&localOffset,&allocationSize,intendedNextSubmit.getFutureScratchSemaphore()); // can queue with a reset but not yet pending fence, just fine
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