Example #1
0
        /// <summary>
        /// Executes a <see cref="CommandList"/> and, signals and retrieves the following fence value
        /// </summary>
        /// <param name="commandList">The input <see cref="CommandList"/> to execute</param>
        /// <returns>The value of the new fence to wait for</returns>
        private long GetFenceValueForCommandList(CommandList commandList)
        {
            CommandAllocatorPool commandAllocatorPool;
            ID3D12CommandQueue   commandQueue;
            ID3D12Fence          fence;
            long fenceValue;

            switch (commandList.CommandListType)
            {
            case CommandListType.Compute:
                commandAllocatorPool = ComputeAllocatorPool;
                commandQueue         = NativeComputeCommandQueue;
                fence      = NativeComputeFence;
                fenceValue = NextComputeFenceValue;

                NextComputeFenceValue++;
                break;

            case CommandListType.Copy:
                commandAllocatorPool = CopyAllocatorPool;
                commandQueue         = NativeCopyCommandQueue;
                fence      = NativeCopyFence;
                fenceValue = NextCopyFenceValue;

                NextCopyFenceValue++;
                break;

            case CommandListType.Direct:
                commandAllocatorPool = DirectAllocatorPool;
                commandQueue         = NativeDirectCommandQueue;
                fence      = NativeDirectFence;
                fenceValue = NextDirectFenceValue;

                NextDirectFenceValue++;
                break;

            default: throw new NotSupportedException($"Unsupported command list of type {commandList.CommandListType}");
            }

            commandAllocatorPool.Enqueue(commandList.CommandAllocator, fenceValue);
            commandQueue.ExecuteCommandLists(commandList.NativeCommandList);
            commandQueue.Signal(fence, fenceValue);

            return(fenceValue);
        }
Example #2
0
        /// <summary>
        /// Executes a <see cref="CommandList"/> and waits for the GPU to finish processing it
        /// </summary>
        /// <param name="commandList">The input <see cref="CommandList"/> to execute</param>
        internal void ExecuteCommandList(CommandList commandList)
        {
            ID3D12Fence fence = commandList.CommandListType switch
            {
                CommandListType.Direct => NativeDirectFence,
                CommandListType.Compute => NativeComputeFence,
                CommandListType.Copy => NativeCopyFence,
                _ => throw new NotSupportedException("This command list type is not supported.")
            };

            long fenceValue = GetFenceValueForCommandList(commandList);

            if (fenceValue <= fence.CompletedValue)
            {
                return;
            }

            fence.SetEventOnCompletion(fenceValue, default(IntPtr));
        }
Example #3
0
        /// <summary>
        /// Executes a <see cref="CommandList"/> and waits for the GPU to finish processing it
        /// </summary>
        /// <param name="commandList">The input <see cref="CommandList"/> to execute</param>
        internal void ExecuteCommandList(CommandList commandList)
        {
            ID3D12Fence fence = commandList.CommandListType switch
            {
                CommandListType.Direct => NativeDirectFence,
                CommandListType.Compute => NativeComputeFence,
                CommandListType.Copy => NativeCopyFence,
                _ => throw new NotSupportedException("This command list type is not supported.")
            };

            long fenceValue = GetFenceValueForCommandList(commandList);

            if (fenceValue <= fence.CompletedValue)
            {
                return;
            }

            lock (fence)
            {
                fence.SetEventOnCompletion(fenceValue, AutoResetEvent.SafeWaitHandle.DangerousGetHandle());
                AutoResetEvent.WaitOne();
            }
        }