1.6 KiB
1.6 KiB
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)