Beispiel #1
0
        // Flush existing commands to the GPU but keep the context alive
        public long Flush(bool waitForCompletion = false)
        {
            FlushResourceBarriers();
            Debug.Assert(_CurrentAllocator != null);
            var fenceValue = Globals.CommandManager.Queue(_Type).ExecuteCommandList(_CommandList);

            if (waitForCompletion)
            {
                CommandListManager.WaitForFence(fenceValue);
            }

            // Reset the command list and restore previous state

            _CommandList.Reset(_CurrentAllocator, null);

            if (_CurrentGraphicsRootSignature != null)
            {
                _CommandList.SetGraphicsRootSignature(_CurrentGraphicsRootSignature);
                _CommandList.PipelineState = _CurrentGraphicsPipelineState;
            }

            if (_CurrentComputeRootSignature != null)
            {
                _CommandList.SetComputeRootSignature(_CurrentComputeRootSignature);
                _CommandList.PipelineState = _CurrentComputePipelineState;
            }

            BindDescriptorHeaps();

            return(fenceValue);
        }
Beispiel #2
0
        // Flush existing commands and release the current context
        public long Finish(bool waitForCompletion = false)
        {
            Debug.Assert(_Type == CommandListType.Direct || _Type == CommandListType.Compute);

            FlushResourceBarriers();

            //TODO : EngineProfiling

            Debug.Assert(_CurrentAllocator != null);

            var queue      = Globals.CommandManager.Queue(_Type);
            var fenceValue = queue.ExecuteCommandList(_CommandList);

            queue.DiscardAllocator(fenceValue, _CurrentAllocator);
            _CurrentAllocator = null;

            _CpuLinearAllocator.CleanUpPages(fenceValue);
            _GpuLinearAllocator.CleanUpPages(fenceValue);
            _DynamicViewDescriptorHeap.CleanupUsedHeaps(fenceValue);
            _DynamicSamplerDescriptorHeap.CleanupUsedHeaps(fenceValue);

            if (waitForCompletion)
            {
                CommandListManager.WaitForFence(fenceValue);
            }

            Globals.ContextManager.FreeContext(this);

            return(fenceValue);
        }
 void InitializePlatformDependent(ref Boolean bSuccess)
 {
     // platform-specific assignment
     DynamicDescriptorHeap = new H1DynamicDescriptorHeap();
     bSuccess = CommandListManager.CreateCommandList(CommandListType, this);
 }