dawn-cmake/src/backend/d3d12/CommandAllocatorManager.h

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C++

// 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 <bitset>
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<ID3D12CommandAllocator> 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<ID3D12CommandAllocator> commandAllocator;
unsigned int index;
};
ComPtr<ID3D12CommandAllocator> commandAllocators[kMaxCommandAllocators];
std::bitset<kMaxCommandAllocators> freeAllocators;
SerialQueue<IndexedCommandAllocator> inFlightCommandAllocators;
};
}
}
#endif // BACKEND_D3D12_COMMANDALLOCATORMANAGER_H_