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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- namespace bs { namespace ct
- {
- /** @addtogroup RenderAPI
- * @{
- */
- /** Mask that determines synchronization between command buffers executing on different hardware queues. */
- class BS_CORE_EXPORT CommandSyncMask
- {
- public:
- /**
- * Registers a dependency on a command buffer. Use getMask() to get the new mask value after registering all
- * dependencies.
- */
- void addDependency(const SPtr<CommandBuffer>& buffer);
- /** Returns a combined mask that contains all the required dependencies. */
- UINT32 getMask() const { return mMask; }
- /** Uses the queue type and index to generate a mask with a bit set for that queue's global index. */
- static UINT32 getGlobalQueueMask(GpuQueueType type, UINT32 queueIdx);
- /** Uses the queue type and index to generate a global queue index. */
- static UINT32 getGlobalQueueIdx(GpuQueueType type, UINT32 queueIdx);
- /** Uses the global queue index to retrieve local queue index and queue type. */
- static UINT32 getQueueIdxAndType(UINT32 globalQueueIdx, GpuQueueType& type);
- private:
- UINT32 mMask = 0;
- };
- /**
- * Contains a list of render API commands that can be queued for execution on the GPU. User is allowed to populate the
- * command buffer from any thread, ensuring render API command generation can be multi-threaded. Command buffers
- * must always be created on the core thread. Same command buffer cannot be used on multiple threads simulateously
- * without external synchronization.
- */
- class BS_CORE_EXPORT CommandBuffer
- {
- public:
- virtual ~CommandBuffer() { }
- /**
- * Creates a new CommandBuffer.
- *
- * @param[in] type Determines what type of commands can be added to the command buffer.
- * @param[in] deviceIdx Index of the GPU the command buffer will be used to queue commands on. 0 is always
- * the primary available GPU.
- * @param[in] queueIdx Index of the GPU queue the command buffer will be used on. Command buffers with
- * the same index will execute sequentially, but command buffers with different queue
- * indices may execute in parallel, for a potential performance improvement.
- *
- * Caller must ensure to synchronize operations executing on different queues via
- * sync masks. Command buffer dependant on another command buffer should provide a sync
- * mask when being submitted (see RenderAPI::executeCommands).
- *
- * Queue indices are unique per buffer type (e.g. upload index 0 and graphics index 0 may
- * map to different queues internally). Must be in range [0, 7].
- * @param[in] secondary If true the command buffer will not be allowed to execute on its own, but it can
- * be appended to a primary command buffer.
- * @return New CommandBuffer instance.
- */
- static SPtr<CommandBuffer> create(GpuQueueType type, UINT32 deviceIdx = 0, UINT32 queueIdx = 0,
- bool secondary = false);
- /** Returns the type of queue the command buffer will execute on. */
- GpuQueueType getType() const { return mType; }
- /** Returns the index of the queue the command buffer will execute on. */
- UINT32 getQueueIdx() const { return mQueueIdx; }
- /** Returns the device index this buffer will execute on. */
- UINT32 getDeviceIdx() const { return mDeviceIdx; }
- protected:
- CommandBuffer(GpuQueueType type, UINT32 deviceIdx, UINT32 queueIdx, bool secondary);
- GpuQueueType mType;
- UINT32 mDeviceIdx;
- UINT32 mQueueIdx;
- bool mIsSecondary;
- };
- /** @} */
- }}
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