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https://github.com/Kbz-8/Pulse.git
synced 2026-01-11 15:33:34 +00:00
adding compute pass
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@@ -5,27 +5,63 @@
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#include <Pulse.h>
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#include "../../PulseInternal.h"
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#include "D3D11.h"
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#include "D3D11Device.h"
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#include "D3D11Fence.h"
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#include "D3D11CommandList.h"
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PulseFence Direct3D11CreateFence(PulseDevice device)
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{
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Direct3D11Device* d3d11_device = D3D11_RETRIEVE_DRIVER_DATA_AS(device, Direct3D11Device*);
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PulseFence fence = (PulseFence)calloc(1, sizeof(PulseFence));
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PULSE_CHECK_ALLOCATION_RETVAL(fence, PULSE_NULL_HANDLE);
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Direct3D11Fence* d3d11_fence = (Direct3D11Fence*)calloc(1, sizeof(Direct3D11Fence));
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PULSE_CHECK_ALLOCATION_RETVAL(d3d11_fence, PULSE_NULL_HANDLE);
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D3D11_QUERY_DESC query_descriptor = {};
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query_descriptor.Query = D3D11_QUERY_EVENT; // becomes signaled when all prior work completes
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query_descriptor.MiscFlags = 0;
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CHECK_D3D11_RETVAL(device->backend, ID3D11Device_CreateQuery(d3d11_device->device, &query_descriptor, &d3d11_fence->query), PULSE_ERROR_INITIALIZATION_FAILED, PULSE_NULL_HANDLE);
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fence->driver_data = d3d11_fence;
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return fence;
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}
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void Direct3D11DestroyFence(PulseDevice device, PulseFence fence)
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{
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PULSE_UNUSED(device);
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Direct3D11Fence* d3d11_fence = D3D11_RETRIEVE_DRIVER_DATA_AS(fence, Direct3D11Fence*);
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ID3D11Query_Release(d3d11_fence->query);
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free(d3d11_fence);
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free(fence);
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}
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bool Direct3D11IsFenceReady(PulseDevice device, PulseFence fence)
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{
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return true;
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Direct3D11Device* d3d11_device = D3D11_RETRIEVE_DRIVER_DATA_AS(device, Direct3D11Device*);
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Direct3D11Fence* d3d11_fence = D3D11_RETRIEVE_DRIVER_DATA_AS(fence, Direct3D11Fence*);
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BOOL done = FALSE;
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HRESULT res = ID3D11DeviceContext_GetData(d3d11_device->context, (ID3D11Asynchronous*)d3d11_fence->query, &done, sizeof(done), D3D11_ASYNC_GETDATA_DONOTFLUSH);
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return res == S_OK && done == TRUE;
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}
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bool Direct3D11WaitForFences(PulseDevice device, const PulseFence* fences, uint32_t fences_count, bool wait_for_all)
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{
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PULSE_UNUSED(device);
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if(fences_count == 0)
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return true;
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uint32_t fences_to_wait = fences_count;
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while(fences_to_wait != 0)
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{
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for(uint32_t i = 0; i < fences_count; i++)
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{
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if(Direct3D11IsFenceReady(device, fences[i]))
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fences_to_wait--;
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}
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if(!wait_for_all && fences_to_wait != fences_count)
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return true;
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PulseSleep(1); // 1ms
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}
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return true;
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}
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