Rendering Terrain Dynamically with Argument Buffers : Understanding why the particle buffer is not overwritten by the GPU inflight
问题 I am looking through an Apple demo project that is associated with the 2017 WWDC video entitled "Introducing Metal 2" where the developers demonstrate the use of argument buffers. The project is linked here on the page titled "Rendering Terrain Dynamically with Argument Buffers" on the Apple developer website. Here, they synchronize resource writes by the CPU to prevent race conditions with a dispatch_semaphore_t , signaling it when the command buffer finishes executing on the GPU and waiting