refactor: encapsulate frame fence synchronization in CommandQueue
- Add WaitForPreviousFrame() and GetCurrentFrame() to RHICommandQueue interface - D3D12CommandQueue now manages frame fence internally - ExecuteCommandLists automatically signals fence after command execution - OpenGLCommandQueue provides stub implementations for interface compliance - Minimal test now uses CommandQueue::WaitForPreviousFrame() instead of manual fence
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@@ -38,10 +38,16 @@ public:
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void Signal(ID3D12Fence* fence, uint64_t value);
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void Wait(ID3D12Fence* fence, uint64_t value);
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void WaitForPreviousFrame();
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uint64_t GetCurrentFrame() const { return m_currentFrame; }
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private:
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ComPtr<ID3D12CommandQueue> m_commandQueue;
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CommandQueueType m_type;
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uint64_t m_timestampFrequency;
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ComPtr<ID3D12Fence> m_frameFence;
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uint64_t m_currentFrame = 0;
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void* m_frameEvent = nullptr;
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};
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} // namespace RHI
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@@ -22,6 +22,8 @@ public:
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uint64_t GetTimestampFrequency() const override { return 0; }
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void* GetNativeHandle() override { return nullptr; }
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void WaitForPreviousFrame() override {}
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uint64_t GetCurrentFrame() const override { return 0; }
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};
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} // namespace RHI
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@@ -24,6 +24,8 @@ public:
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virtual uint64_t GetTimestampFrequency() const = 0;
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virtual void* GetNativeHandle() = 0;
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virtual void WaitForPreviousFrame() = 0;
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virtual uint64_t GetCurrentFrame() const = 0;
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};
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} // namespace RHI
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@@ -27,12 +27,27 @@ bool D3D12CommandQueue::Initialize(ID3D12Device* device, CommandQueueType type)
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return false;
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}
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hResult = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_frameFence));
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if (FAILED(hResult)) {
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return false;
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}
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m_frameEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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if (!m_frameEvent) {
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return false;
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}
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m_type = type;
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m_commandQueue->GetTimestampFrequency(&m_timestampFrequency);
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return true;
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}
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void D3D12CommandQueue::Shutdown() {
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if (m_frameEvent) {
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CloseHandle(m_frameEvent);
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m_frameEvent = nullptr;
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}
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m_frameFence.Reset();
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m_commandQueue.Reset();
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}
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@@ -42,6 +57,8 @@ void D3D12CommandQueue::ExecuteCommandLists(uint32_t count, void** lists) {
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void D3D12CommandQueue::ExecuteCommandListsInternal(uint32_t count, ID3D12CommandList** lists) {
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m_commandQueue->ExecuteCommandLists(count, lists);
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m_currentFrame++;
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m_commandQueue->Signal(m_frameFence.Get(), m_currentFrame);
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}
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void D3D12CommandQueue::Signal(RHIFence* fence, uint64_t value) {
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@@ -93,5 +110,14 @@ void D3D12CommandQueue::WaitForIdle() {
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}
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}
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void D3D12CommandQueue::WaitForPreviousFrame() {
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if (m_currentFrame > 0 && m_frameFence) {
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if (m_frameFence->GetCompletedValue() < m_currentFrame) {
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m_frameFence->SetEventOnCompletion(m_currentFrame, m_frameEvent);
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WaitForSingleObject(m_frameEvent, INFINITE);
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}
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}
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}
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} // namespace RHI
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} // namespace XCEngine
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@@ -42,7 +42,6 @@ D3D12CommandQueue gCommandQueue;
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D3D12SwapChain gSwapChain;
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D3D12CommandAllocator gCommandAllocator;
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D3D12CommandList gCommandList;
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D3D12Fence gFence;
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// Render targets
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D3D12Texture gColorRTs[2];
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@@ -55,7 +54,6 @@ D3D12DepthStencilView gDSV;
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UINT gRTVDescriptorSize = 0;
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UINT gDSVDescriptorSize = 0;
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int gCurrentRTIndex = 0;
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UINT64 gFenceValue = 0;
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// Window
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HWND gHWND = nullptr;
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@@ -162,9 +160,6 @@ bool InitD3D12() {
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gCommandAllocator.Initialize(device, CommandQueueType::Direct);
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gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
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// Create fence
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gFence.Initialize(device, 0);
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Log("[INFO] D3D12 initialized successfully");
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return true;
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}
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@@ -179,8 +174,6 @@ void ExecuteCommandList() {
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gCommandList.Close();
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void* commandLists[] = { gCommandList.GetCommandList() };
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gCommandQueue.ExecuteCommandLists(1, commandLists);
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gFenceValue += 1;
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gCommandQueue.Signal(gFence.GetFence(), gFenceValue);
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}
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// Begin rendering
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@@ -277,7 +270,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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} else {
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// Wait for previous frame to complete before resetting
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if (frameCount > 0) {
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gFence.Wait(gFenceValue);
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gCommandQueue.WaitForPreviousFrame();
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}
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// Reset command list for this frame
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@@ -324,7 +317,6 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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// Shutdown
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gCommandList.Shutdown();
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gCommandAllocator.Shutdown();
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gFence.Shutdown();
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gSwapChain.Shutdown();
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gDevice.Shutdown();
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