In computer graphics when looking at synchronizations when building a renderer in engine development, what are moments where locks and unlocks from mutex's would not always work when looking at synchronization for a renderer in an engine?What I mean is when developing a game engine and you'll want there to be synchronization from a renderer thread and a main thread. Where renderer thread handles flushing and executing all of the concurrent tasks, whereas main thread would handle more of the querying tasks to a render command queue, and handling how these operations are operated within the engine.Can you give me some ideas on when mutex's may not be enough in a more complex? Where you may have multiple scenes, where animation physics are applied, and various vast ideas in this perspective?On another can you give me in great details what are uses of ref counters and different variations of implementations (in C++), and why reference counters are used? And what purpose do they have, as well, what do they tell developers?
In
What I mean is when developing a game engine and you'll want there to be synchronization from a renderer thread and a main thread. Where renderer thread handles flushing and executing all of the concurrent tasks, whereas main thread would handle more of the querying tasks to a render command queue, and handling how these operations are operated within the engine.
Can you give me some ideas on when mutex's may not be enough in a more complex? Where you may have multiple scenes, where animation physics are applied, and various vast ideas in this perspective?
On another can you give me in great details what are uses of ref counters and different variations of implementations (in C++), and why reference counters are used? And what purpose do they have, as well, what do they tell developers?
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