67 lines
1.9 KiB
Plaintext
67 lines
1.9 KiB
Plaintext
// Copyright (c) 2016-2017 Khronos Group. This work is licensed under a
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// Creative Commons Attribution 4.0 International License; see
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// http://creativecommons.org/licenses/by/4.0/
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include::meta/VK_KHR_external_fence_win32.txt[]
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*Last Modified Date*::
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2017-05-08
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*IP Status*::
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No known IP claims.
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*Contributors*::
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- Jesse Hall, Google
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- James Jones, NVIDIA
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- Jeff Juliano, NVIDIA
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- Cass Everitt, Oculus
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- Contributors to
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<<VK_KHR_external_semaphore_win32,VK_KHR_external_semaphore_win32>>
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An application using external memory may wish to synchronize access to that
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memory using fences.
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This extension enables an application to export fence payload to and import
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fence payload from Windows handles.
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=== New Object Types
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None.
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=== New Enum Constants
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* ename:VK_STRUCTURE_TYPE_IMPORT_FENCE_WIN32_HANDLE_INFO_KHR
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* ename:VK_STRUCTURE_TYPE_EXPORT_FENCE_WIN32_HANDLE_INFO_KHR
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* ename:VK_STRUCTURE_TYPE_FENCE_GET_WIN32_HANDLE_INFO_KHR
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=== New Enums
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None.
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=== New Structs
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* slink:VkImportFenceWin32HandleInfoKHR
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* slink:VkExportFenceWin32HandleInfoKHR
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* slink:VkFenceGetWin32HandleInfoKHR
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=== New Functions
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* flink:vkImportFenceWin32HandleKHR
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* flink:vkGetFenceWin32HandleKHR
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=== Issues
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This extension borrows concepts, semantics, and language from
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<<VK_KHR_external_semaphore_win32,VK_KHR_external_semaphore_win32>>.
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That extension's issues apply equally to this extension.
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1) Should D3D12 fence handle types be supported, like they are for
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semaphores?
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*RESOLVED*: No.
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Doing so would require extending the fence signal and wait operations to
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provide values to signal / wait for, like sname:VkD3D12FenceSubmitInfoKHR
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does.
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A D3D12 fence can be signaled by importing it into a elink:VkSemaphore
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instead of a elink:VkFence, and applications can check status or wait on the
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D3D12 fence using non-Vulkan APIs.
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The convenience of being able to do these operations on sname:VkFence
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objects doesn't justify the extra API complexity.
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