// 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 "QueueD3D12.h" #include "D3D12Backend.h" #include "CommandBufferD3D12.h" namespace backend { namespace d3d12 { Queue::Queue(Device* device, QueueBuilder* builder) : QueueBase(builder), device(device) { ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator))); ASSERT_SUCCESS(device->GetD3D12Device()->CreateCommandList( 0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator.Get(), nullptr, IID_PPV_ARGS(&commandList) )); ASSERT_SUCCESS(device->GetD3D12Device()->CreateFence(fenceValue, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))); fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); ASSERT(fenceEvent != nullptr); } void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) { ComPtr pendingCommandAllocator = device->GetPendingCommandAllocator(); ComPtr pendingCommandList = device->GetPendingCommandList(); ASSERT_SUCCESS(pendingCommandList->Close()); for (uint32_t i = 0; i < numCommands; ++i) { commands[i]->FillCommands(commandList); } ASSERT_SUCCESS(commandList->Close()); ID3D12CommandList* commandLists[] = { pendingCommandList.Get(), commandList.Get() }; device->GetCommandQueue()->ExecuteCommandLists(_countof(commandLists), commandLists); // TODO(enga@google.com): This will stall on the submit because // the commands must finish exeuting before the ID3D12CommandAllocator is reset. // This should be fixed / optimized by using multiple command allocators. const uint64_t currentFence = ++fenceValue; ASSERT_SUCCESS(device->GetCommandQueue()->Signal(fence.Get(), fenceValue)); if (fence->GetCompletedValue() < currentFence) { ASSERT_SUCCESS(fence->SetEventOnCompletion(currentFence, fenceEvent)); WaitForSingleObject(fenceEvent, INFINITE); } ASSERT_SUCCESS(commandAllocator->Reset()); ASSERT_SUCCESS(pendingCommandAllocator->Reset()); ASSERT_SUCCESS(pendingCommandList->Reset(pendingCommandAllocator.Get(), NULL)); ASSERT_SUCCESS(commandList->Reset(commandAllocator.Get(), NULL)); } } }