When developing a Renderer, can you draw me a full diagram of the workflow of what it means to have a RendererCommandQueue, RendererPass? While considering that I may want to consider supporting multiple platforms such as Vulkan and DirectX. I know this is difficult but I would like a visual diagram of how this would be professionally designed, so I can get a good sense of how I can approach in improving a renderer that I am building concurrently. If possible also including how does synchronization works in terms of implementing a renderer and what things should be on seperate threads, and when should you put them on seperate threads?
When developing a Renderer, can you draw me a full diagram of the workflow of what it means to have a RendererCommandQueue, RendererPass? While considering that I may want to consider supporting multiple platforms such as Vulkan and DirectX. I know this is difficult but I would like a visual diagram of how this would be professionally designed, so I can get a good sense of how I can approach in improving a renderer that I am building concurrently. If possible also including how does synchronization works in terms of implementing a renderer and what things should be on seperate threads, and when should you put them on seperate threads?
Chapter7: Input/output Technology
Section: Chapter Questions
Problem 3RP
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When developing a Renderer, can you draw me a full diagram of the workflow of what it means to have a RendererCommandQueue, RendererPass? While considering that I may want to consider supporting multiple platforms such as Vulkan and DirectX. I know this is difficult but I would like a visual diagram of how this would be professionally designed, so I can get a good sense of how I can approach in improving a renderer that I am building concurrently. If possible also including how does synchronization works in terms of implementing a renderer and what things should be on seperate threads, and when should you put them on seperate threads?
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