# Juliet\src\Graphics\D3D12\D3D12Synchronization

## Source Files
- Header: `Juliet\src\Graphics\D3D12\D3D12Synchronization.h`
- Source: `Juliet\src\Graphics\D3D12\D3D12Synchronization.cpp`

## AI Description
This C++ component provides synchronization primitives for managing GPU operations in a DirectX 12 environment. It includes functions to wait until the GPU is idle, wait for multiple fences, query fence values, and release fences. The implementation uses a pool of available fences to efficiently manage resources and ensure that commands are executed on the correct GPU.

## Symbols

### Namespace `Juliet::D3D12`

#### Classes, Structs & Unions
- `struct D3D12Fence`

#### Functions & Methods
- `extern bool WaitUntilGPUIsIdle(NonNullPtr<GPUDriver> driver)`
- `extern bool Wait(NonNullPtr<GPUDriver> driver, bool waitForAll, Fence* const* fences,
                     uint32 numFences JULIET_DEBUG_PARAM(String querier))`
- `extern bool QueryFence(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence)`
- `extern void ReleaseFence(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence JULIET_DEBUG_PARAM(String querier))`

### Namespace `Juliet::D3D12::Internal`

#### Functions & Methods
- `extern void ResourceBarrier(NonNullPtr<D3D12CommandList> commandList, D3D12_RESOURCE_STATES sourceState,
                                    D3D12_RESOURCE_STATES destinationState, ID3D12Resource* resource,
                                    uint32 subresourceIndex, bool needsUavBarrier)`
- `extern D3D12Fence* AcquireFence(NonNullPtr<D3D12Driver> driver JULIET_DEBUG_PARAM(String querier))`
- `extern void DestroyFence(NonNullPtr<D3D12Fence> fence)`

