When designing a Command Buffer, Renderer Command Queue and Submission flow, Swap Chains, and Render Passes. How does the renderer command queue knows when to flush and execute the render pass to render our actual scene? What should consist of command buffers, and what data are normally stored here? Can you give me a realistic example of what types of data is usually stored in a single or even multiple command buffers?Show me in C++ pseudo-code, on ways professionally designing and implementing renderer command queues may be implemented, to give me a visual idea.Another thing is show me some examples of how render passes are implemented. Meaning designing an engine and keeping in mind that renderer command queues and render passes may need to handle more then just complex scenes, show me some examples of how render passes may be implemented.
When designing a Command Buffer, Renderer Command Queue and Submission flow, Swap Chains, and Render Passes. How does the renderer command queue knows when to flush and execute the render pass to render our actual scene? What should consist of command buffers, and what data are normally stored here? Can you give me a realistic example of what types of data is usually stored in a single or even multiple command buffers?
Show me in C++ pseudo-code, on ways professionally designing and implementing renderer command queues may be implemented, to give me a visual idea.
Another thing is show me some examples of how render passes are implemented. Meaning designing an engine and keeping in mind that renderer command queues and render passes may need to handle more then just complex scenes, show me some examples of how render passes may be implemented.
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