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vkQueueWaitIdle that can be translated to D3D12 by adding a Signal to a queue, linking it to an Event object and waiting on the event. In Metal you can have a callback when a command buffer finishes executing, and have that trigger a condition variable. glFinish for OpenGL.
I believe this is correct and I overlooked this option, thanks!
vkQueueWaitIdle
doesn't have a direct counterpart in D3D12, making it one of the issues for Vulkan portability.The text was updated successfully, but these errors were encountered: