Move D3D12 cpp files to src/RHI/D3D12/ subdirectory
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65
engine/src/RHI/D3D12/D3D12CommandQueue.cpp
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65
engine/src/RHI/D3D12/D3D12CommandQueue.cpp
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#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
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namespace XCEngine {
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namespace RHI {
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D3D12CommandQueue::D3D12CommandQueue()
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: m_timestampFrequency(0)
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, m_type(CommandQueueType::Direct) {
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}
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D3D12CommandQueue::~D3D12CommandQueue() {
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Shutdown();
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}
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bool D3D12CommandQueue::Initialize(ID3D12Device* device, CommandQueueType type) {
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Type = ToD3D12(type);
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queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queueDesc.NodeMask = 0;
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HRESULT hResult = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue));
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if (FAILED(hResult)) {
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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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m_commandQueue.Reset();
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}
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void D3D12CommandQueue::ExecuteCommandLists(uint32_t count, ID3D12CommandList** lists) {
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m_commandQueue->ExecuteCommandLists(count, lists);
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}
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void D3D12CommandQueue::Signal(ID3D12Fence* fence, uint64_t value) {
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m_commandQueue->Signal(fence, value);
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}
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void D3D12CommandQueue::Wait(ID3D12Fence* fence, uint64_t value) {
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m_commandQueue->Wait(fence, value);
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}
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uint64_t D3D12CommandQueue::GetCompletedValue(ID3D12Fence* fence) {
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if (fence) {
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return fence->GetCompletedValue();
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}
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return 0;
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}
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void D3D12CommandQueue::WaitForIdle() {
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ID3D12Fence* fence = nullptr;
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HRESULT hResult = m_commandQueue->GetDevice(IID_PPV_ARGS(&fence));
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if (SUCCEEDED(hResult)) {
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m_commandQueue->Wait(fence, UINT64_MAX);
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fence->Release();
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}
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}
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} // namespace RHI
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} // namespace XCEngine
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