On the quest of implementing Vulkan (using V3D (DRM)), I am currently trying to implement things like `_DeviceWaitIdle`.
 
For devices the current plan is to have an active `v3d_job` together with a collection of available `v3d_job`s similar to Gallium. IIUC the device would then be the owner of these `v3d_job`s. Is `_DeviceWaitIdle` then as easy as waiting for the `bo` of the active `v3d_job` (binner + render) or would I need to wait for all `bo`s in all `v3d_job`s? Or is my approach utterly wrong?
 
Cheers
Andreas
 
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