Change Metal fences to rely on GPU-side signals instead #30
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Dependency for getting rid of all the mutex locks surrounding
MTLCommandBuffer
completion handler, and potentially getting rid of the completion handler altogether.In Metal, there is an object which can be accessed & updated by both the CPU and the GPU, and this PR relies on that object to use for implementing fences instead. Works pretty efficiently, and on a 10 second run on sample game, there's about 12ms spent on reading the signal value by the CPU: