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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::CommandQueueD3D12Impl class
#include <mutex>
#include <atomic>
#include "CommandQueueD3D12.h"
#include "ObjectBase.hpp"
namespace Diligent
{
/// Implementation of the Diligent::ICommandQueueD3D12 interface
class CommandQueueD3D12Impl final : public ObjectBase<ICommandQueueD3D12>
{
public:
using TBase = ObjectBase<ICommandQueueD3D12>;
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<ID3D12CommandQueue> 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<ID3D12Fence> m_d3d12Fence;
HANDLE m_WaitForGPUEventHandle = {};
};
} // namespace Diligent
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