Hi,
We need to update some managed texture from system memory to GPU memory in every frame. Metal.
Problem: it seems that a texture still can be busy for rendering of queued frames and when we update it for next frame a previous frame can be rendered incorrectly (texture looks wrong).
How I can guess when a texture is being completely processed and can be re-used again? I don't know how long a queue of frames in Metal rendering.
It seems that DirectX can automatically create internal copies of a texture which we sent for rendering and we can start to modify the same texture for a next frame. How to do the same in Metal?
We need to update some managed texture from system memory to GPU memory in every frame. Metal.
Problem: it seems that a texture still can be busy for rendering of queued frames and when we update it for next frame a previous frame can be rendered incorrectly (texture looks wrong).
How I can guess when a texture is being completely processed and can be re-used again? I don't know how long a queue of frames in Metal rendering.
It seems that DirectX can automatically create internal copies of a texture which we sent for rendering and we can start to modify the same texture for a next frame. How to do the same in Metal?