Return SubmitResult from Queue::submit() instead of blocking#1101
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Return SubmitResult from Queue::submit() instead of blocking#1101
SubmitResult from Queue::submit() instead of blocking#1101Conversation
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Move command buffer submission logic from each backend's Device into Queue::submit(), which takes ownership of the command buffers. Each backend uses its Fence abstraction for GPU synchronization: - Metal: commit() + waitUntilCompleted() - Vulkan: vkQueueSubmit() signaling a timeline semaphore (VulkanFence), then VulkanFence::waitForCompletion() - DX12: ExecuteCommandLists() + Queue::Signal() on the queue-owned DXFence, then DXFence::waitForCompletion() Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
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Change `Queue::submit()` to return `Expected<SubmitResult>` (a fence + signal value pair) instead of blocking until completion. Each backend (Vulkan, DirectX, Metal) now returns its queue fence and counter value, and callers explicitly wait via `SubmitResult::waitForCompletion()` before reading back results. This allows command buffers submitted between the first and last submit to remain in-flight on the GPU without host-side synchronization. - Vulkan: `cleanup()` waits on the queue fence for error-path safety - DirectX: tile mapping sync reuses the queue's `SubmitFence` - Metal: `MTLQueue` gains a `SharedEvent` fence; the last command buffer in each batch encodes a signal on it Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
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Queue::submit() takes ownership of command buffers, but their destructors free backend resources (VkCommandPool, ID3D12CommandAllocator) that the GPU may still be reading from. Track in-flight batches per queue, tagged with their fence signal value, and non-blockingly query fence progress at the start of each submit to release completed batches. Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
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Depends on #1057
Change
Queue::submit()to returnExpected<SubmitResult>(a fence + signal value pair) instead of blocking until completion. Each backend (Vulkan, DirectX, Metal) now returns its queue fence and counter value, and callers explicitly wait viaSubmitResult::waitForCompletion()before reading back results.This allows command buffers submitted between the first and last submit to remain in-flight on the GPU without host-side synchronization.
cleanup()waits on the queue fence for error-path safetySubmitFenceMTLQueuegains aSharedEventfence; the last command buffer in each batch encodes a signal on it🤖 Generated with Claude Code