SOL9 2.0 Class: Direct3D12Synchronizer
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Source code
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* Direct3D12Synchronizer.h
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// 2016/10/10
#pragma once
#include <sol/direct3d12/Direct3D12Device.h>
#include <sol/direct3d12/Direct3D12CommandQueue.h>
#include <sol/direct3d12/Direct3D12Fence.h>
namespace SOL {
class Direct3D12Synchronizer {
private:
ID3D12CommandQueue* commandQueue; //Shallow copy
ID3D12Fence* fence;
UINT64 fenceValue;
HANDLE fenceEvent;
public:
Direct3D12Synchronizer(
__in ID3D12Device* device,
__in ID3D12CommandQueue* queue)
:commandQueue(queue),
fence(NULL),
fenceValue(1),
fenceEvent(nullptr)
{
HRESULT hr = device -> CreateFence(
0,
D3D12_FENCE_FLAG_NONE,
IID_PPV_ARGS(&fence));
if (FAILED(hr)) {
throw IException("Failed to CreateFence. HRESULT(0x%lx)", hr);
}
fenceEvent = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
if (fenceEvent == nullptr) {
throw IException("Failed to CreateEvent.");
}
}
~Direct3D12Synchronizer()
{
CloseHandle(fenceEvent);
fence->Release();
}
void waitForCompletion()
{
UINT64 value = fenceValue++;
HRESULT hr = commandQueue->Signal(fence, value);
if (FAILED(hr)) {
throw IException("Failed to Signal. HRESULT(0x%lx)", hr);
}
if (fence ->GetCompletedValue() < value) {
hr = fence->SetEventOnCompletion(value, fenceEvent);
if (FAILED(hr)) {
throw IException("Failed to SetEventOnCompletion. HRESULT(0x%lx)", hr);
}
WaitForSingleObject(fenceEvent, INFINITE);
}
}
};
}
Last modified: 5 May 2019
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