Jump to content
  • Advertisement
Sign in to follow this  
Klutzershy

Vulkan Querying queue support

This topic is 534 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

In Vulkan, you can query each physical device (adapter) for the queue types it supports and the number of queues of each type.  What is the equivalent in D3D12?  I see lots of apparently conflicting information on MSDN and the rest of the web.  Sometimes, it seems D3D12 supports one queue of each type, and other times, it seems it supports more, particularly for compute and copy queues.  Are you just supposed to call ID3D12Device::CreateCommandQueue until it fails, like how you enumerate adapters by calling IDXGIFactory1::EnumAdapters1?  Do you create any number of logical queues of each type and let the driver handle scheduling them to the actual physical queues?  It's all very confusing.

Edited by Boreal

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!