// Copyright 2017 The NXT Authors // // 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. #ifndef BACKEND_D3D12_COMMANDALLOCATORMANAGER_H_ #define BACKEND_D3D12_COMMANDALLOCATORMANAGER_H_ #include "backend/d3d12/d3d12_platform.h" #include "common/SerialQueue.h" #include namespace backend { namespace d3d12 { class Device; class CommandAllocatorManager { public: CommandAllocatorManager(Device* device); // A CommandAllocator that is reserved must be used on the next ExecuteCommandLists // otherwise its commands may be reset before execution has completed on the GPU ComPtr ReserveCommandAllocator(); void Tick(uint64_t lastCompletedSerial); private: Device* device; // This must be at least 2 because the Device and Queue use separate command allocators static constexpr unsigned int kMaxCommandAllocators = 32; unsigned int allocatorCount; struct IndexedCommandAllocator { ComPtr commandAllocator; unsigned int index; }; ComPtr commandAllocators[kMaxCommandAllocators]; std::bitset freeAllocators; SerialQueue inFlightCommandAllocators; }; } } #endif // BACKEND_D3D12_COMMANDALLOCATORMANAGER_H_