Strip back the Vulkan renderer to the simplest synchronisation to get it working (fix issue #15)
Strip back the Vulkan renderer to the simplest synchronisation to get it working (fix issue #15)

When you don't know how many problems you have, it is really difficult to tell whether
you are going forwards or not.  KISS, go for something that is correct, and then optimise
it bit by bit as necessary.

This synchronises the rendering at the end of each pass (not going back to trying
subpasses, though) and ditches the fences for brute force wait-for-queue-idle.

It seems to work (on nVidia at least) but does need quite a bit of tidying up.
Needless to say, performance won't be great, but this synchronisation model is
probably pretty close to what the OpenGL renderer is doing with this application.

StrayLightning/aeolius,StrayLightning/aeolius,StrayLightning/aeolius