Diligent Engine API Reference
CommandListManager.h
1 /* Copyright 2015-2018 Egor Yusov
2  *
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  * http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
10  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
11  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
12  *
13  * In no event and under no legal theory, whether in tort (including negligence),
14  * contract, or otherwise, unless required by applicable law (such as deliberate
15  * and grossly negligent acts) or agreed to in writing, shall any Contributor be
16  * liable for any damages, including any direct, indirect, special, incidental,
17  * or consequential damages of any character arising as a result of this License or
18  * out of the use or inability to use the software (including but not limited to damages
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22  */
23 
24 #pragma once
25 
26 #include <vector>
27 #include <deque>
28 #include <mutex>
29 #include <stdint.h>
30 
31 namespace Diligent
32 {
33 
34 class CommandListManager
35 {
36 public:
37  CommandListManager(class RenderDeviceD3D12Impl *pDeviceD3D12);
38  ~CommandListManager();
39 
40  CommandListManager(const CommandListManager&) = delete;
41  CommandListManager(CommandListManager&&) = delete;
42  CommandListManager& operator = (const CommandListManager&) = delete;
43  CommandListManager& operator = (CommandListManager&&) = delete;
44 
45  void CreateNewCommandList( ID3D12GraphicsCommandList** ppList, ID3D12CommandAllocator** ppAllocator );
46 
47  // Discards the allocator.
48  // FenceValue is the value that was signaled by the command queue after it
49  // executed the the command list created by the allocator
50  void DiscardAllocator( Uint64 FenceValue, ID3D12CommandAllocator* pAllocator );
51 
52  void RequestAllocator(ID3D12CommandAllocator** ppAllocator);
53 
54 private:
55  // fist - the fence value associated with the command list that was created by the allocator
56  // second - the allocator to be discarded
57  typedef std::pair<Uint64, CComPtr<ID3D12CommandAllocator> > DiscardedAllocatorQueueElemType;
58  std::deque< DiscardedAllocatorQueueElemType, STDAllocatorRawMem<DiscardedAllocatorQueueElemType> > m_DiscardedAllocators;
59 
60  std::mutex m_AllocatorMutex;
61  RenderDeviceD3D12Impl *m_pDeviceD3D12;
62 
63  Atomics::AtomicLong m_NumAllocators = 0; // For debug purposes only
64 };
65 
66 }
Namespace for the OpenGL implementation of the graphics engine.
Definition: BufferD3D11Impl.h:34