59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
// 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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#ifndef BACKEND_D3D12_COMMANDALLOCATORMANAGER_H_
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#define BACKEND_D3D12_COMMANDALLOCATORMANAGER_H_
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#include "backend/d3d12/d3d12_platform.h"
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#include "common/SerialQueue.h"
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#include <bitset>
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namespace backend {
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namespace d3d12 {
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class Device;
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class CommandAllocatorManager {
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public:
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CommandAllocatorManager(Device* device);
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// A CommandAllocator that is reserved must be used on the next ExecuteCommandLists
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// otherwise its commands may be reset before execution has completed on the GPU
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ComPtr<ID3D12CommandAllocator> ReserveCommandAllocator();
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void Tick(uint64_t lastCompletedSerial);
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private:
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Device* device;
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// This must be at least 2 because the Device and Queue use separate command allocators
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static constexpr unsigned int kMaxCommandAllocators = 32;
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unsigned int allocatorCount;
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struct IndexedCommandAllocator {
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ComPtr<ID3D12CommandAllocator> commandAllocator;
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unsigned int index;
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};
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ComPtr<ID3D12CommandAllocator> commandAllocators[kMaxCommandAllocators];
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std::bitset<kMaxCommandAllocators> freeAllocators;
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SerialQueue<IndexedCommandAllocator> inFlightCommandAllocators;
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};
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}
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}
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#endif // BACKEND_D3D12_COMMANDALLOCATORMANAGER_H_
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