2017-06-05 21:22:48 +00:00
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "QueueD3D12.h"
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#include "D3D12Backend.h"
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#include "CommandBufferD3D12.h"
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namespace backend {
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namespace d3d12 {
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Queue::Queue(Device* device, QueueBuilder* builder)
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: QueueBase(builder), device(device) {
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ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator)));
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ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommandList(
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0,
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D3D12_COMMAND_LIST_TYPE_DIRECT,
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commandAllocator.Get(),
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nullptr,
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IID_PPV_ARGS(&commandList)
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));
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ASSERT_SUCCESS(commandList->Close());
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2017-06-07 20:38:11 +00:00
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ASSERT_SUCCESS(device->GetD3D12Device()->CreateFence(fenceValue, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)));
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fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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ASSERT(fenceEvent != nullptr);
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2017-06-05 21:22:48 +00:00
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}
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void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
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2017-06-07 20:38:11 +00:00
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// TODO(enga@google.com): This will stall on the previous submit because
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// the commands must finish exeuting before the ID3D12CommandAllocator is reset.
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// This should be fixed / optimized by using multiple command allocators.
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const uint64_t currentFence = fenceValue++;
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ASSERT_SUCCESS(device->GetCommandQueue()->Signal(fence.Get(), fenceValue));
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if (fence->GetCompletedValue() < currentFence) {
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ASSERT_SUCCESS(fence->SetEventOnCompletion(currentFence, fenceEvent));
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WaitForSingleObject(fenceEvent, INFINITE);
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}
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2017-06-05 21:22:48 +00:00
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ASSERT_SUCCESS(commandAllocator->Reset());
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ASSERT_SUCCESS(commandList->Reset(commandAllocator.Get(), NULL));
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for (uint32_t i = 0; i < numCommands; ++i) {
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commands[i]->FillCommands(commandList);
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}
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ASSERT_SUCCESS(commandList->Close());
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ID3D12CommandList* commandLists[] = { commandList.Get() };
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device->GetCommandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists);
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}
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}
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}
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