On Fri Jun 9 14:02:46 2023 +0000, Giovanni Mascellani wrote:
I guess the robust solution should be to potentially have a dedicated queue for sparse binding, and then put in place appropriate synchronization when updating mappings? In Vulkan it seems that a device could offer no queue which has both graphics and sparse binding capabilities. With D3D12 is seems that tile updating is always possible on graphics queues.
Yes the implementation patches will need to do something about this. It's already necessary to wait on a semaphore after binding, so it's just a matter of signalling in the sparse binding queue and waiting in the other.