Hello,
I’m currently reading through the OpenXR tutorial, but I just had a few questions on how synchronization occurs between the graphics API (in my case, Vulkan), and the OpenXR runtime. In the tutorial, there appears to be a fence that is signaled after every EndRendering() and waited on during every BeginRendering().
In the RenderFrame() logic, this function only gets called once, so I believe we don’t wait on this fence before releasing the swapchain image. Is there a possibility of a data race if the runtime starts to consume this image before the rendering is actually complete in this case? Or is there something in the spec that implicitly synchronizes this?