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README.md

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@@ -87,7 +87,7 @@ Vulkan consumes shaders in an intermediate representation called SPIR-V. This ma
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## A note on synchronization
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Synchronization in the master branch currently isn't optimal und uses ```vkDeviceQueueWaitIdle``` at the end of each frame. This is a heavy operation and is suboptimal in regards to having CPU and GPU operations run in parallel. I'm currently reworking this in the [this branch](https://github.com/SaschaWillems/Vulkan/tree/proper_sync_dynamic_cb). While still work-in-progress, if you're interested in a more proper way of synchronization in Vulkan, please take a look at that branch.
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Synchronization in the master branch currently isn't optimal und uses ```vkDeviceQueueWaitIdle``` at the end of each frame. This is a heavy operation and is suboptimal in regards to having CPU and GPU operations run in parallel. I'm currently reworking this in the [this branch](https://github.com/SaschaWillems/Vulkan/tree/sync_rework_second_attempt). While still work-in-progress, if you're interested in a more proper way of synchronization in Vulkan, please take a look at that branch. Search for `useNewSync` to find samples that have been updated.
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## Examples

examples/dynamicrenderingmultisampling/dynamicrenderingmultisampling.cpp

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swapChain.images[i],
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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0,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_GENERAL,
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VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,

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