// 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. #include "backend/d3d12/QueueD3D12.h" #include "backend/d3d12/CommandBufferD3D12.h" #include "backend/d3d12/DeviceD3D12.h" namespace backend { namespace d3d12 { Queue::Queue(Device* device) : QueueBase(device) { } void Queue::Submit(uint32_t numCommands, CommandBuffer* const* commands) { Device* device = ToBackend(GetDevice()); device->Tick(); device->OpenCommandList(&mCommandList); for (uint32_t i = 0; i < numCommands; ++i) { commands[i]->FillCommands(mCommandList); } ASSERT_SUCCESS(mCommandList->Close()); device->ExecuteCommandLists({mCommandList.Get()}); device->NextSerial(); } }} // namespace backend::d3d12