a note about async rendering

main
cosmonaut 2021-01-25 11:48:13 -08:00
parent d583d2db1a
commit 901a202f85
1 changed files with 1 additions and 1 deletions

View File

@ -24,7 +24,7 @@ var myTexture = Texture.LoadPNG(GraphicsDevice, "grass.png");
There is one last thing that the GraphicsDevice can do, and that is `Wait`. To understand waiting, you need to understand a little bit about how MoonWorks.Graphics processes rendering. There is one last thing that the GraphicsDevice can do, and that is `Wait`. To understand waiting, you need to understand a little bit about how MoonWorks.Graphics processes rendering.
Rendering is asynchronous. This means that when you submit a command buffer, the program doesn't actually wait for the GPU to finish working on whatever commands you submitted. It just tells the GPU what to do and then keeps going with your program. This is very powerful. Rendering is asynchronous. This means that when you submit a command buffer, the program doesn't actually wait for the GPU to finish working on whatever commands you submitted. It just tells the GPU what to do and then keeps going with your program. This is very good for performance because it means your CPU can get started working on the next frame before the current frame is even rendered.
Sometimes you actually do want to wait for the GPU to be done with the work you asked it to do, like if you are grabbing a screenshot for example. This is where `Wait` comes in. Sometimes you actually do want to wait for the GPU to be done with the work you asked it to do, like if you are grabbing a screenshot for example. This is where `Wait` comes in.