/// <summary> /// Check if this device is supporting threading. /// </summary> /// <param name="supportsConcurrentResources">Support concurrent resources.</param> /// <param name="supportsCommandLists">Support command lists.</param> /// <returns> /// A <see cref="Result"/> object describing the result of the operation. /// </returns> public Result CheckThreadingSupport(out bool supportsConcurrentResources, out bool supportsCommandLists) { FeatureDataThreading support = default; Result result = CheckFeatureSupport(Feature.Threading, &support, sizeof(FeatureDataThreading)); if (result.Failure) { supportsConcurrentResources = false; supportsCommandLists = false; } else { supportsConcurrentResources = support.DriverConcurrentCreates; supportsCommandLists = support.DriverCommandLists; } return(result); }
public DeviceD3D11(IDXGIFactory1 factory, bool validation) { DXGIFactory = factory; var adapters = DXGIFactory.EnumAdapters1(); for (var i = 0; i < adapters.Length; i++) { var adapter = adapters[0]; var desc = adapter.Description1; // Don't select the Basic Render Driver adapter. if ((desc.Flags & AdapterFlags.Software) != AdapterFlags.None) { continue; } var creationFlags = DeviceCreationFlags.BgraSupport /* | DeviceCreationFlags.VideoSupport*/; if (validation) { creationFlags |= DeviceCreationFlags.Debug; } if (D3D11CreateDevice( null, DriverType.Hardware, creationFlags, s_featureLevels, out D3D11Device, out FeatureLevel, out D3D11DeviceContext).Failure) { // Remove debug flag not being supported. creationFlags &= ~DeviceCreationFlags.Debug; if (D3D11CreateDevice(null, DriverType.Hardware, creationFlags, s_featureLevels, out D3D11Device, out FeatureLevel, out D3D11DeviceContext).Failure) { throw new GraphicsException("Cannot create D3D11 Device"); } } DXGIAdapter = adapter; break; } D3D11Device1 = D3D11Device.QueryInterfaceOrNull <ID3D11Device1>(); // Detect multithreading FeatureDataThreading featureDataThreading = default; if (D3D11Device.CheckFeatureSupport(DirectX.Direct3D11.Feature.Threading, ref featureDataThreading)) { SupportsConcurrentResources = featureDataThreading.DriverConcurrentCreates; SupportsCommandLists = featureDataThreading.DriverCommandLists; } // Init device features. InitializeFeatures(); // Create command queue's. _graphicsCommandQueue = new CommandQueueD3D11(this, D3D11DeviceContext); _computeCommandQueue = new CommandQueueD3D11(this, CommandQueueType.Compute); _copyCommandQueue = new CommandQueueD3D11(this, CommandQueueType.Copy); }