When working in a engine setting what are commonalities when looking at OpenGL and Vulkan, if I was to look at the equivalency of the two graphics API's if I wanted to design a general pipeline architecture that would make sense when enabling either OpenGL, Vulkan, or DirectX?Meaning in the cases that what would equivalency would be from Task Commands, to Renderer Command Queues, Swap Chains, to render passes.When developing a game engine of this extent, from a professional standpoint what are ways to implement Renderer Command Queues? (specifically using C++ as pseudo-code in how Renderer Command Queue's API's are generally designed to look visually, so I can understand other API's implement their own)Whereas how does the Renderer Command Queue knows when to render the tasks once their operations are finished, or when the queue knows about the state of the scene being submitted into it's submission flow?Additionally to these questions that I need help answering above in great details. How does threads get applied to main thread and the renderer thread? Meaning, what is happening on the main thread and renderer threads usually, and what do these two threads handle?Noticeably mutexes have limitations when developing an engine, what would be the best idea to apply synchronization when developing an engine? (And can you provide a visual detail and pseudo-code to visually show this portion, if possible?)

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
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When working in a engine setting what are commonalities when looking at OpenGL and Vulkan, if I was to look at the equivalency of the two graphics API's if I wanted to design a general pipeline architecture that would make sense when enabling either OpenGL, Vulkan, or DirectX?

Meaning in the cases that what would equivalency would be from Task Commands, to Renderer Command Queues, Swap Chains, to render passes.

When developing a game engine of this extent, from a professional standpoint what are ways to implement Renderer Command Queues? (specifically using C++ as pseudo-code in how Renderer Command Queue's API's are generally designed to look visually, so I can understand other API's implement their own)

Whereas how does the Renderer Command Queue knows when to render the tasks once their operations are finished, or when the queue knows about the state of the scene being submitted into it's submission flow?

Additionally to these questions that I need help answering above in great details. How does threads get applied to main thread and the renderer thread? Meaning, what is happening on the main thread and renderer threads usually, and what do these two threads handle?

Noticeably mutexes have limitations when developing an engine, what would be the best idea to apply synchronization when developing an engine? (And can you provide a visual detail and pseudo-code to visually show this portion, if possible?)

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