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/*
* 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::FenceD3D11Impl class
#include <deque>
#include <atlbase.h>
#include "EngineD3D11ImplTraits.hpp"
#include "FenceBase.hpp"
namespace Diligent
{
/// Fence implementation in Direct3D11 backend.
class FenceD3D11Impl final : public FenceBase<EngineD3D11ImplTraits>
{
public:
using TFenceBase = FenceBase<EngineD3D11ImplTraits>;
FenceD3D11Impl(IReferenceCounters* pRefCounters,
RenderDeviceD3D11Impl* pDevice,
const FenceDesc& Desc);
~FenceD3D11Impl();
IMPLEMENT_QUERY_INTERFACE_IN_PLACE(IID_FenceD3D11, TFenceBase)
/// Implementation of IFence::GetCompletedValue() in Direct3D11 backend.
virtual Uint64 DILIGENT_CALL_TYPE GetCompletedValue() override final;
/// Implementation of IFence::Reset() in Direct3D11 backend.
virtual void DILIGENT_CALL_TYPE Reset(Uint64 Value) override final;
void AddPendingQuery(CComPtr<ID3D11DeviceContext> pCtx, CComPtr<ID3D11Query> pQuery, Uint64 Value)
{
m_PendingQueries.emplace_back(std::move(pCtx), std::move(pQuery), Value);
}
void Wait(Uint64 Value, bool FlushCommands);
private:
struct PendingFenceData
{
CComPtr<ID3D11DeviceContext> pd3d11Ctx;
CComPtr<ID3D11Query> pd3d11Query;
const Uint64 Value;
PendingFenceData(CComPtr<ID3D11DeviceContext> pCtx, CComPtr<ID3D11Query> pQuery, Uint64 _Value) :
// clang-format off
pd3d11Ctx {std::move(pCtx)},
pd3d11Query{std::move(pQuery)},
Value {_Value}
// clang-format on
{}
};
std::deque<PendingFenceData> m_PendingQueries;
};
} // namespace Diligent
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