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kastro

Fence-Based Resource Management

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I have been working on implementing a D3D12 backend for my toy/self-education engine and have been reading and re-reading the MSDN programming guide (among other sources).  I understand most of the page that describes using a ring-buffer allocation strategy for managing an upload heap [1].  However, this one line has me scratching my head:

Note that, ring-buffer support is expected to be a popular scenario; however, the heap design does not preclude other usage, such as command list parameterization and re-use.

Can anyone help me in explaining what "command list parameterization and re-use" is?  Is that just referring to the use of root parameters?

[1] https://msdn.microsoft.com/en-us/library/windows/desktop/dn899125(v=vs.85).aspx

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That probably means something along the lines of having multiple command lists, each referencing different resources, and re-using them as it becomes safe to overwrite the contents of those resources.

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