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// d3d12-command-queue.cpp
#include "d3d12-command-queue.h"
#include "d3d12-command-buffer.h"
#include "d3d12-device.h"
#include "d3d12-fence.h"
namespace gfx
{
namespace d3d12
{
using namespace Slang;
Result CommandQueueImpl::init(DeviceImpl* device, uint32_t queueIndex)
{
m_queueIndex = queueIndex;
m_renderer = device;
m_device = device->m_device;
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
SLANG_RETURN_ON_FAIL(
m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(m_d3dQueue.writeRef())));
SLANG_RETURN_ON_FAIL(
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(m_fence.writeRef())));
globalWaitHandle = CreateEventEx(
nullptr,
nullptr,
CREATE_EVENT_INITIAL_SET | CREATE_EVENT_MANUAL_RESET,
EVENT_ALL_ACCESS);
return SLANG_OK;
}
CommandQueueImpl::~CommandQueueImpl()
{
waitOnHost();
CloseHandle(globalWaitHandle);
m_renderer->m_queueIndexAllocator.free((int)m_queueIndex, 1);
}
void CommandQueueImpl::executeCommandBuffers(
GfxCount count,
ICommandBuffer* const* commandBuffers,
IFence* fence,
uint64_t valueToSignal)
{
ShortList<ID3D12CommandList*> commandLists;
for (GfxCount i = 0; i < count; i++)
{
auto cmdImpl = static_cast<CommandBufferImpl*>(commandBuffers[i]);
commandLists.add(cmdImpl->m_cmdList);
}
if (count > 0)
{
m_d3dQueue->ExecuteCommandLists((UINT)count, commandLists.getArrayView().getBuffer());
m_fenceValue++;
for (GfxCount i = 0; i < count; i++)
{
if (i > 0 && commandBuffers[i] == commandBuffers[i - 1])
continue;
auto cmdImpl = static_cast<CommandBufferImpl*>(commandBuffers[i]);
auto transientHeap = cmdImpl->m_transientHeap;
auto& waitInfo = transientHeap->getQueueWaitInfo(m_queueIndex);
waitInfo.waitValue = m_fenceValue;
waitInfo.fence = m_fence;
waitInfo.queue = m_d3dQueue;
}
}
if (fence)
{
auto fenceImpl = static_cast<FenceImpl*>(fence);
m_d3dQueue->Signal(fenceImpl->m_fence.get(), valueToSignal);
}
}
void CommandQueueImpl::waitOnHost()
{
m_fenceValue++;
m_d3dQueue->Signal(m_fence, m_fenceValue);
ResetEvent(globalWaitHandle);
m_fence->SetEventOnCompletion(m_fenceValue, globalWaitHandle);
WaitForSingleObject(globalWaitHandle, INFINITE);
}
Result CommandQueueImpl::waitForFenceValuesOnDevice(
GfxCount fenceCount,
IFence** fences,
uint64_t* waitValues)
{
for (GfxCount i = 0; i < fenceCount; ++i)
{
auto fenceImpl = static_cast<FenceImpl*>(fences[i]);
m_d3dQueue->Wait(fenceImpl->m_fence.get(), waitValues[i]);
}
return SLANG_OK;
}
const CommandQueueImpl::Desc& CommandQueueImpl::getDesc()
{
return m_desc;
}
ICommandQueue* CommandQueueImpl::getInterface(const Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_ICommandQueue)
return static_cast<ICommandQueue*>(this);
return nullptr;
}
Result CommandQueueImpl::getNativeHandle(InteropHandle* handle)
{
handle->api = InteropHandleAPI::D3D12;
handle->handleValue = (uint64_t)m_d3dQueue.get();
return SLANG_OK;
}
} // namespace d3d12
} // namespace gfx
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