Timeline for Is using a dedicated thread just for sending gpu commands a good idea?
Current License: CC BY-SA 3.0
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Jul 8, 2012 at 10:34 | history | tweeted | twitter.com/#!/StackGameDev/status/221915163144617985 | ||
Jul 7, 2012 at 18:22 | vote | accept | tigrou | ||
Jul 7, 2012 at 18:16 | comment | added | Nathan Reed |
There's actually no need to have two CPU threads to get the second scenario described in your edit. As I mentioned, the driver will already double-buffer the GPU commands behind the scenes. As long as you don't do anything that explicitly forces the CPU and GPU to wait for each other, you should get scenario 2 even with just one CPU thread. The boundary of one frame and the next is defined by the SwapBuffers call, so the driver has no problem identifying that.
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Jul 7, 2012 at 13:13 | history | edited | tigrou | CC BY-SA 3.0 |
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Jul 7, 2012 at 12:00 | history | edited | tigrou | CC BY-SA 3.0 |
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Jul 7, 2012 at 11:46 | history | edited | tigrou | CC BY-SA 3.0 |
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Jul 6, 2012 at 22:51 | answer | added | Nathan Reed | timeline score: 5 | |
Jul 6, 2012 at 21:28 | answer | added | Kylotan | timeline score: 3 | |
Jul 6, 2012 at 20:51 | history | edited | tigrou | CC BY-SA 3.0 |
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Jul 6, 2012 at 20:31 | history | edited | tigrou | CC BY-SA 3.0 |
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Jul 6, 2012 at 20:23 | history | edited | tigrou | CC BY-SA 3.0 |
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Jul 6, 2012 at 20:15 | history | edited | tigrou | CC BY-SA 3.0 |
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Jul 6, 2012 at 20:09 | history | asked | tigrou | CC BY-SA 3.0 |