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NN:d3d12.ID3D12CommandQueue |
ID3D12CommandQueue (d3d12.h) |
Provides methods for submitting command lists, synchronizing command list execution, instrumenting the command queue, and updating resource tile mappings. |
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direct3d12\id3d12commandqueue.htm |
direct3d12 |
88A4E8BA-02B9-48A1-8E46-2D2560544539 |
12/05/2018 |
ID3D12CommandQueue, ID3D12CommandQueue interface, ID3D12CommandQueue interface,described, d3d12/ID3D12CommandQueue, direct3d12.id3d12commandqueue |
d3d12.h |
Windows |
D3D12.lib |
D3D12.dll |
Windows |
19H1 |
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Provides methods for submitting command lists, synchronizing command list execution, instrumenting the command queue, and updating resource tile mappings.
The ID3D12CommandQueue interface inherits from ID3D12Pageable. ID3D12CommandQueue also has these types of members:
Use ID3D12Device::CreateCommandQueue to create a command queue object.
The D3D12nBodyGravity sample uses ID3D12CommandQueue as follows:
Header file declarations.
// Compute objects.
ComPtr<ID3D12CommandAllocator> m_computeAllocator[ThreadCount];
ComPtr<ID3D12CommandQueue> m_computeCommandQueue[ThreadCount];
ComPtr<ID3D12GraphicsCommandList> m_computeCommandList[ThreadCount];
Asynchronous compute thread.
DWORD D3D12nBodyGravity::AsyncComputeThreadProc(int threadIndex)
{
ID3D12CommandQueue* pCommandQueue = m_computeCommandQueue[threadIndex].Get();
ID3D12CommandAllocator* pCommandAllocator = m_computeAllocator[threadIndex].Get();
ID3D12GraphicsCommandList* pCommandList = m_computeCommandList[threadIndex].Get();
ID3D12Fence* pFence = m_threadFences[threadIndex].Get();
while (0 == InterlockedGetValue(&m_terminating))
{
// Run the particle simulation.
Simulate(threadIndex);
// Close and execute the command list.
ThrowIfFailed(pCommandList->Close());
ID3D12CommandList* ppCommandLists[] = { pCommandList };
pCommandQueue->ExecuteCommandLists(1, ppCommandLists);
// Wait for the compute shader to complete the simulation.
UINT64 threadFenceValue = InterlockedIncrement(&m_threadFenceValues[threadIndex]);
ThrowIfFailed(pCommandQueue->Signal(pFence, threadFenceValue));
ThrowIfFailed(pFence->SetEventOnCompletion(threadFenceValue, m_threadFenceEvents[threadIndex]));
WaitForSingleObject(m_threadFenceEvents[threadIndex], INFINITE);
// Wait for the render thread to be done with the SRV so that
// the next frame in the simulation can run.
UINT64 renderContextFenceValue = InterlockedGetValue(&m_renderContextFenceValues[threadIndex]);
if (m_renderContextFence->GetCompletedValue() < renderContextFenceValue)
{
ThrowIfFailed(pCommandQueue->Wait(m_renderContextFence.Get(), renderContextFenceValue));
InterlockedExchange(&m_renderContextFenceValues[threadIndex], 0);
}
// Swap the indices to the SRV and UAV.
m_srvIndex[threadIndex] = 1 - m_srvIndex[threadIndex];
// Prepare for the next frame.
ThrowIfFailed(pCommandAllocator->Reset());
ThrowIfFailed(pCommandList->Reset(pCommandAllocator, m_computeState.Get()));
}
return 0;
}
Refer to the Example Code in the D3D12 Reference.