/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once /// \file /// Declaration of Diligent::CommandQueueD3D12Impl class #include #include #include "CommandQueueD3D12.h" #include "ObjectBase.hpp" namespace Diligent { /// Implementation of the Diligent::ICommandQueueD3D12 interface class CommandQueueD3D12Impl final : public ObjectBase { public: using TBase = ObjectBase; CommandQueueD3D12Impl(IReferenceCounters* pRefCounters, ID3D12CommandQueue* pd3d12NativeCmdQueue, ID3D12Fence* pd3d12Fence); ~CommandQueueD3D12Impl(); IMPLEMENT_QUERY_INTERFACE_IN_PLACE(IID_CommandQueueD3D12, TBase) // Implementation of ICommandQueueD3D12::GetNextFenceValue(). virtual Uint64 DILIGENT_CALL_TYPE GetNextFenceValue() const override final { return m_NextFenceValue.load(); } // Implementation of ICommandQueueD3D12::Submit(). virtual Uint64 DILIGENT_CALL_TYPE Submit(Uint32 NumCommandLists, ID3D12CommandList* const* ppCommandLists) override final; // Implementation of ICommandQueueD3D12::GetD3D12CommandQueue(). virtual ID3D12CommandQueue* DILIGENT_CALL_TYPE GetD3D12CommandQueue() override final { return m_pd3d12CmdQueue; } // Implementation of ICommandQueueD3D12::WaitForIdle(). virtual Uint64 DILIGENT_CALL_TYPE WaitForIdle() override final; // Implementation of ICommandQueueD3D12::GetCompletedFenceValue(). virtual Uint64 DILIGENT_CALL_TYPE GetCompletedFenceValue() override final; // Implementation of ICommandQueueD3D12::SignalFence(). virtual void DILIGENT_CALL_TYPE SignalFence(ID3D12Fence* pFence, Uint64 Value) override final; private: // A value that will be signaled by the command queue next std::atomic_uint64_t m_NextFenceValue{1}; // Last fence value completed by the GPU std::atomic_uint64_t m_LastCompletedFenceValue{0}; std::mutex m_QueueMtx; CComPtr m_pd3d12CmdQueue; // The fence is signaled right after the command list has been // submitted to the command queue for execution. // All command lists with fence value less or equal to the signaled value // are guaranteed to be finished by the GPU CComPtr m_d3d12Fence; HANDLE m_WaitForGPUEventHandle = {}; }; } // namespace Diligent