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Скачать или смотреть Understanding Fences and Queues in Vulkan: Best Practices for Efficient Rendering

  • vlogize
  • 2025-05-25
  • 4
Understanding Fences and Queues in Vulkan: Best Practices for Efficient Rendering
In Vulkan (or any other modern graphics API) should fences be waited per queue submission or per fragraphicsvulkan
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Описание к видео Understanding Fences and Queues in Vulkan: Best Practices for Efficient Rendering

Explore the optimal use of fences and queue submissions in Vulkan for enhanced rendering efficiency. Learn how to streamline your rendering process for better graphics performance.
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This video is based on the question https://stackoverflow.com/q/72246525/ asked by the user 'Gasim' ( https://stackoverflow.com/u/816116/ ) and on the answer https://stackoverflow.com/a/72248787/ provided by the user 'Nicol Bolas' ( https://stackoverflow.com/u/734069/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: In Vulkan (or any other modern graphics API), should fences be waited per queue submission or per frame?

Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l...
The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

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Understanding Fences and Queues in Vulkan: Best Practices for Efficient Rendering

In modern graphics programming, especially when using Vulkan, managing asynchronous operations can be quite challenging. A common question arises: Should we wait on fences for each queue submission or only once per frame? This question is crucial for optimizing rendering performance, particularly when your application involves multiple queues for graphics and transfers. In this guide, we’ll dive into the nuances of using fences, queues, and synchronization in Vulkan to help you make informed decisions for your rendering architecture.

The Problem: Managing Queues and Fences

To set the stage, imagine your renderer needs to handle multiple tasks:

Rendering graphics

Transferring images to the swapchain

Presenting images on the screen

For example, your setup might include:

Graphics Queue: For rendering the scene and UI.

Transfer Queue: For copying rendered images into the swapchain.

Present Queue: For presenting the final images.

You might wonder: When managing these queues, do you need to wait for fences for each submission or just once per frame? And what risks do you run when submitting command buffers on the same queue without semaphores?

Understanding Fences and Their Usage

Fences in Vulkan are essential for CPU-GPU synchronization. They ensure that the CPU waits for the GPU to complete tasks before moving on to subsequent operations. Here’s how to think about them concerning queue submissions:

Wait for Fences Per Frame vs. Per Submission

Per Frame: Waiting once at the end of the frame is generally sufficient for most rendering scenarios. This method reduces the overhead of multiple wait calls and keeps your rendering pipeline simpler.

Per Submission: You might consider waiting per submission only when the operations are independent and can benefit from finer synchronization, but this often adds unnecessary complexity.

Recommendations

Use a single submit per frame when possible, particularly if your tasks are sequential (like rendering followed by transferring and then presenting).

Signal a single fence at the end of the frame to signal that all operations are complete.

The Drawbacks of Multiple Queues

While it might seem beneficial to use multiple queues for organization, it can actually complicate your rendering pipeline without significant performance gains. Here’s why:

Sequential Dependency: Operations like copying from the rendered image to the swapchain cannot happen until the rendering is complete. It doesn’t make sense to separate tasks into different queues if they are inherently sequential.

Multiple Submissions are Costly: Since submission operations can be expensive, it's much more efficient to group related tasks into one submission where execution and memory dependencies can be properly managed.

The Risk of Submit Order and Overwriting Command Buffers

When dealing with multiple command buffers submitted to the same queue, you might wonder what happens if they are submitted without semaphores. Let’s clarify this with an example:

[[See Video to Reveal this Text or Code Snippet]]

What Happens?

The first command buffer will be executed first, regardless of the second submission order. This is due to the FIFO (First In First Out) nature of the queue.

Overwrite Risk: If the commands are overlapping in resources, this could lead to unintended behaviors. It's essential to ensure that the two commands are independent to avoid overwriting data unintentionally.

Conclusion: Streamlining Your Rendering Process

To sum up, managing fences and queues in Vulkan can be simplified significantl

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