Fix double "that" in acyclic graph blog post (#986)

* Fix double "that" in acyclic graph blog post

* Update collections/_article/rendering-acyclic-graph.md

Co-authored-by: John Veness <john.veness.github@pelago.org.uk>

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Co-authored-by: John Veness <john.veness.github@pelago.org.uk>
This commit is contained in:
Jimmy Cushnie
2025-01-02 10:46:15 -05:00
committed by GitHub
parent 523ef4ea75
commit 1b40b22a79

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@@ -27,7 +27,7 @@ There's a few Vulkan concepts that must be understood before digging into why Re
#### Command buffers
Recording work for the GPU and submitting it for execution is a very explicit operation in Vulkan. [Command buffers](https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html) (or command lists in D3D12) are the objects where all the recorded work is stored that that will executed at a later point on the GPU. These buffers can grow as much as the user desires and they won't be run until they're submitted for execution to a command queue. This implies it's essentially possible to record from multiple sources, even multiple threads, and submit the work to the GPU once it's ready with proper synchronization.
Recording work for the GPU and submitting it for execution is a very explicit operation in Vulkan. [Command buffers](https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html) (or command lists in D3D12) are the objects where all the recorded work is stored that will be executed at a later point on the GPU. These buffers can grow as much as the user desires and they won't be run until they're submitted for execution to a command queue. This implies it's essentially possible to record from multiple sources, even multiple threads, and submit the work to the GPU once it's ready with proper synchronization.
#### Render passes