| // 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<ID3D12CommandAllocator> pendingCommandAllocator = device->GetPendingCommandAllocator(); |
| ComPtr<ID3D12GraphicsCommandList> 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)); |
| } |
| |
| } |
| } |