Comments (2)
The CommandBuffer
interface mimics the API of D3D12, Vulkan, and Metal. For these APIs, the interface merely forwards the calls to underlying API (for the most part). For D3D11 and OpenGL, the implementation emulates the features of a command buffer. The default command buffer is very similar to the "Immediate Context" in D3D11, where the calls are submitted to the driver immediately. A "deferred" or "secondary" command buffer must guarantee to store commands in a buffer before they are submitted to the GPU. D3D12, Vulkan, and Metal support this feature natively, but for D3D11 and OpenGL it must be emulated, i.e. the actual API calls are executed when CommandQueue::Submit
is called.
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thx ,that helps me a lot .LOL.
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