学习CommandListManager类
- 前言
- CommandQueue
-
- [(1) 源码展示](#(1) 源码展示)
- [(2) 源码分析](#(2) 源码分析)
- [(3) 类使用分析](#(3) 类使用分析)
- [(4) 类改进](#(4) 类改进)
前言
- 书接上回CommandQueue,本篇文章分析CommandListManager。
CommandQueue
(1) 源码展示
- 类头文件如下:
cpp
#pragma once
#include "CommandQueue.h"
class CommandListManager
{
friend class CommandContext;
public:
CommandListManager();
~CommandListManager();
void Create(ID3D12Device* pDevice);
void Shutdown();
CommandQueue& GetGraphicsQueue(void) { return m_GraphicsQueue; }
CommandQueue& GetComputeQueue(void) { return m_ComputeQueue; }
CommandQueue& GetCopyQueue(void) { return m_CopyQueue; }
CommandQueue& GetQueue(D3D12_COMMAND_LIST_TYPE Type = D3D12_COMMAND_LIST_TYPE_DIRECT)
{
switch (Type)
{
case D3D12_COMMAND_LIST_TYPE_COMPUTE: return m_ComputeQueue;
case D3D12_COMMAND_LIST_TYPE_COPY: return m_CopyQueue;
default: return m_GraphicsQueue;
}
}
ID3D12CommandQueue* GetCommandQueue()
{
return m_GraphicsQueue.GetCommandQueue();
}
void CreateNewCommandList(
D3D12_COMMAND_LIST_TYPE Type,
ID3D12GraphicsCommandList** List,
ID3D12CommandAllocator** Allocator);
// Test to see if a fence has already been reached
bool IsFenceComplete(uint64_t FenceValue)
{
return GetQueue(D3D12_COMMAND_LIST_TYPE(FenceValue >> 56)).IsFenceComplete(FenceValue);
}
// The CPU will wait for a fence to reach a specified value
void WaitForFence(uint64_t FenceValue);
// The CPU will wait for all command queues to empty (so that the GPU is idle)
void IdleGPU(void)
{
m_GraphicsQueue.WaitForIdle();
m_ComputeQueue.WaitForIdle();
m_CopyQueue.WaitForIdle();
}
private:
ID3D12Device* m_Device;
CommandQueue m_GraphicsQueue;
CommandQueue m_ComputeQueue;
CommandQueue m_CopyQueue;
};
- 类源文件如下:
cpp
#include "pch.h"
#include "CommandListManager.h"
CommandListManager::CommandListManager() :
m_Device(nullptr),
m_GraphicsQueue(D3D12_COMMAND_LIST_TYPE_DIRECT),
m_ComputeQueue(D3D12_COMMAND_LIST_TYPE_COMPUTE),
m_CopyQueue(D3D12_COMMAND_LIST_TYPE_COPY)
{
}
CommandListManager::~CommandListManager()
{
Shutdown();
}
void CommandListManager::Shutdown()
{
m_GraphicsQueue.Shutdown();
m_ComputeQueue.Shutdown();
m_CopyQueue.Shutdown();
}
void CommandListManager::Create(ID3D12Device* pDevice)
{
ASSERT(pDevice != nullptr);
m_Device = pDevice;
m_GraphicsQueue.Create(pDevice);
m_ComputeQueue.Create(pDevice);
m_CopyQueue.Create(pDevice);
}
void CommandListManager::CreateNewCommandList(D3D12_COMMAND_LIST_TYPE Type, ID3D12GraphicsCommandList** List, ID3D12CommandAllocator** Allocator)
{
ASSERT(Type != D3D12_COMMAND_LIST_TYPE_BUNDLE, "Bundles are not yet supported");
switch (Type)
{
case D3D12_COMMAND_LIST_TYPE_DIRECT: *Allocator = m_GraphicsQueue.RequestAllocator(); break;
case D3D12_COMMAND_LIST_TYPE_BUNDLE: break;
case D3D12_COMMAND_LIST_TYPE_COMPUTE: *Allocator = m_ComputeQueue.RequestAllocator(); break;
case D3D12_COMMAND_LIST_TYPE_COPY: *Allocator = m_CopyQueue.RequestAllocator(); break;
}
ASSERT_SUCCEEDED(m_Device->CreateCommandList(1, Type, *Allocator, nullptr, MY_IID_PPV_ARGS(List)));
(*List)->SetName(L"CommandList");
}
void CommandListManager::WaitForFence(uint64_t FenceValue)
{
CommandQueue& Producer = Graphics::g_CommandManager.GetQueue((D3D12_COMMAND_LIST_TYPE)(FenceValue >> 56));
Producer.WaitForFence(FenceValue);
}
(2) 源码分析
类成员变量如下:
cpp
// 设备对象
ID3D12Device* m_Device;
// 图形、计算、拷贝命令队列
CommandQueue m_GraphicsQueue;
CommandQueue m_ComputeQueue;
CommandQueue m_CopyQueue;
类方法如下:
cpp
// 构造函数,分别构造m_GraphicsQueue、m_ComputeQueue、m_CopyQueue
CommandListManager::CommandListManager() :
m_Device(nullptr),
m_GraphicsQueue(D3D12_COMMAND_LIST_TYPE_DIRECT),
m_ComputeQueue(D3D12_COMMAND_LIST_TYPE_COMPUTE),
m_CopyQueue(D3D12_COMMAND_LIST_TYPE_COPY)
{
}
// 析构时关闭
CommandListManager::~CommandListManager()
{
Shutdown();
}
// 关闭,依次调用每个CommandQueue关闭
void CommandListManager::Shutdown()
{
m_GraphicsQueue.Shutdown();
m_ComputeQueue.Shutdown();
m_CopyQueue.Shutdown();
}
// 创建,依次创建每个CommandQueue
void CommandListManager::Create(ID3D12Device* pDevice)
{
ASSERT(pDevice != nullptr);
m_Device = pDevice;
m_GraphicsQueue.Create(pDevice);
m_ComputeQueue.Create(pDevice);
m_CopyQueue.Create(pDevice);
}
// 创建新的命令列表,传入命令类型,
// 剩余两个参数返回创建的命令列表和分配器。
void CommandListManager::CreateNewCommandList(D3D12_COMMAND_LIST_TYPE Type, ID3D12GraphicsCommandList** List, ID3D12CommandAllocator** Allocator)
{
// 不支持D3D12_COMMAND_LIST_TYPE_BUNDLE
ASSERT(Type != D3D12_COMMAND_LIST_TYPE_BUNDLE, "Bundles are not yet supported");
// 根据类型,选择对应CommandQueue申请命令分配器
switch (Type)
{
case D3D12_COMMAND_LIST_TYPE_DIRECT: *Allocator = m_GraphicsQueue.RequestAllocator(); break;
case D3D12_COMMAND_LIST_TYPE_BUNDLE: break;
case D3D12_COMMAND_LIST_TYPE_COMPUTE: *Allocator = m_ComputeQueue.RequestAllocator(); break;
case D3D12_COMMAND_LIST_TYPE_COPY: *Allocator = m_CopyQueue.RequestAllocator(); break;
}
// 创建命令列表,返回到List中
ASSERT_SUCCEEDED(m_Device->CreateCommandList(1, Type, *Allocator, nullptr, MY_IID_PPV_ARGS(List)));
(*List)->SetName(L"CommandList");
}
// 等待围栏完成
void CommandListManager::WaitForFence(uint64_t FenceValue)
{
/*
* 这里通过全局CommandListManager变量-Graphics::g_CommandManager,
* 调用GetQueue获取围栏对应的CommandQueue,然后调用CommandQueue::WaitForFence,
* 我也不太理解明明此类就是CommandListManager,为什么还要定位到全局CommandListManager变量里去?
* 总之这样不利于独立组件CommandListManager,我将改为使用此对象直接调用GetQueue。
*/
CommandQueue& Producer = Graphics::g_CommandManager.GetQueue((D3D12_COMMAND_LIST_TYPE)(FenceValue >> 56));
Producer.WaitForFence(FenceValue);
}
// 获取CommandQueue
CommandQueue& CommandListManager::GetGraphicsQueue(void) { return m_GraphicsQueue; }
CommandQueue& CommandListManager::GetComputeQueue(void) { return m_ComputeQueue; }
CommandQueue& CommandListManager::GetCopyQueue(void) { return m_CopyQueue; }
// 获取某类型CommandQueue
CommandQueue& CommandListManager::GetQueue(D3D12_COMMAND_LIST_TYPE Type = D3D12_COMMAND_LIST_TYPE_DIRECT)
{
switch (Type)
{
case D3D12_COMMAND_LIST_TYPE_COMPUTE: return m_ComputeQueue;
case D3D12_COMMAND_LIST_TYPE_COPY: return m_CopyQueue;
default: return m_GraphicsQueue;
}
}
// 获取图形CommandQueue
ID3D12CommandQueue* CommandListManager::GetCommandQueue()
{
return m_GraphicsQueue.GetCommandQueue();
}
// 测试是否已到达围栏
bool CommandListManager::IsFenceComplete(uint64_t FenceValue)
{
return GetQueue(D3D12_COMMAND_LIST_TYPE(FenceValue >> 56)).IsFenceComplete(FenceValue);
}
// CPU 将等待所有命令队列清空(以便 GPU 空闲)
void CommandListManager::IdleGPU(void)
{
m_GraphicsQueue.WaitForIdle();
m_ComputeQueue.WaitForIdle();
m_CopyQueue.WaitForIdle();
}
(3) 类使用分析
- 可以看到CommandListManager包含了图形、计算、拷贝CommandQueue,提供CreateNewCommandList可创建命令列表,可获取每个CommandQueue。这也体现了D3D12的设计理念,期望用户对每种类型使用统一命令队列。
(4) 类改进
- WaitForFence方法依赖于全局变量实现,妨碍作为独立组件,主要就是修改此方法,改为使用自身查找CommandQueue实现。
- 改进后CommandListManager类代码位于:CommandListManager,可作为独立组件使用。