114 lines
2.7 KiB
Markdown
114 lines
2.7 KiB
Markdown
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# D3D12CommandQueue
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DirectX 12 命令队列的 D3D12 实现,封装了 `ID3D12CommandQueue`。
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## 头文件
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```cpp
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#include <XCEngine/RHI/D3D12/D3D12CommandQueue.h>
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```
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## 继承关系
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```
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RHICommandQueue (interface)
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└── D3D12CommandQueue (implementation)
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```
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## 公共成员函数
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### 构造函数与析构函数
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#### `D3D12CommandQueue()`
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默认构造函数。
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#### `~D3D12CommandQueue() override`
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析构函数,确保调用 `Shutdown()`。
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### 初始化与销毁
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#### `bool Initialize(ID3D12Device* device, CommandQueueType type = CommandQueueType::Direct)`
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初始化命令队列。
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- `device`: D3D12 设备
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- `type`: 命令队列类型
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- 返回: 初始化是否成功
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#### `void Shutdown() override`
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关闭命令队列。
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### 命令执行
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#### `void ExecuteCommandLists(uint32_t count, void** lists)`
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执行命令列表(接口实现)。
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#### `void ExecuteCommandListsInternal(uint32_t count, ID3D12CommandList** lists)`
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执行命令列表(内部实现,接受 D3D12 原生类型)。
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### 同步操作
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#### `void Signal(RHIFence* fence, uint64_t value)`
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发送信号量到栅栏。
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#### `void Wait(RHIFence* fence, uint64_t value)`
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等待栅栏达到指定值。
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#### `void WaitForIdle()`
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等待命令队列空闲。
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#### `uint64_t GetCompletedValue() override`
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获取已完成信号值。
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#### `void Signal(ID3D12Fence* fence, uint64_t value)`
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发送信号(内部版本)。
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#### `void Wait(ID3D12Fence* fence, uint64_t value)`
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等待(内部版本)。
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### 属性查询
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#### `CommandQueueType GetType() const override`
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获取命令队列类型。
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#### `uint64_t GetTimestampFrequency() const override`
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获取时间戳频率(Hz)。
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#### `ID3D12CommandQueue* GetCommandQueue() const`
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获取底层 `ID3D12CommandQueue` 指针。
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#### `void* GetNativeHandle() override`
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返回原生句柄。
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## 内部成员
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| 成员 | 类型 | 描述 |
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|------|------|------|
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| `m_commandQueue` | `ComPtr<ID3D12CommandQueue>` | D3D12 命令队列 |
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| `m_type` | `CommandQueueType` | 命令队列类型 |
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| `m_timestampFrequency` | `uint64_t` | 时间戳频率 |
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## 使用示例
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```cpp
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D3D12CommandQueue cmdQueue;
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cmdQueue.Initialize(device->GetDevice(), CommandQueueType::Direct);
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// Execute command list
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ID3D12CommandList* lists[] = { cmdList->GetCommandList() };
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cmdQueue.ExecuteCommandListsInternal(1, lists);
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// Sync with fence
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D3D12Fence fence;
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fence.Initialize(device->GetDevice());
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cmdQueue.Signal(fence.GetFence(), 1);
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fence.Wait(1);
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// Wait for idle
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cmdQueue.WaitForIdle();
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```
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## 备注
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- 三种命令队列类型:Direct(图形/计算)、Compute(计算)、Copy(复制)
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- 时间戳频率用于将 GPU 时间戳转换为实际时间
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- `WaitForIdle` 会阻塞 CPU 直到所有已提交命令完成
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