-All the dynamic resources used during the rendering of a frame comprise a virtual frame. The application has a fixed number of virtual frames which it cycles through on each render pass. For synchronization, each frame will be associated with a [`vk::Fence`](https://registry.khronos.org/vulkan/specs/latest/man/html/VkFence.html) which will be waited on before rendering to it again. It will also have a pair of [`vk::Semaphore`](https://registry.khronos.org/vulkan/specs/latest/man/html/VkSemaphore.html)s to synchronize the acquire, render, and present calls on the GPU (we don't need to wait for them on the CPU side / in C++). For recording commands, there will be a [`vk::CommandBuffer`](https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html) per virtual frame, where all rendering commands for that frame (including layout transitions) will be recorded.
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