15 RGLCommandBufferPtr CreateCommandBuffer()
final;
22 uint64_t ExecuteCommandList(Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList2> commandList);
25 bool IsFenceComplete(uint64_t fenceValue);
26 void WaitForFenceValue(uint64_t fenceValue);
29 Microsoft::WRL::ComPtr<ID3D12CommandQueue> GetD3D12CommandQueue()
const {
30 return m_d3d12CommandQueue;
33 Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList2> CreateCommandList();
35 D3D12_COMMAND_LIST_TYPE m_CommandListType;
36 Microsoft::WRL::ComPtr<ID3D12Device2> m_d3d12Device;
37 Microsoft::WRL::ComPtr<ID3D12CommandQueue> m_d3d12CommandQueue;
38 Microsoft::WRL::ComPtr<ID3D12Fence> m_d3d12Fence;
43 uint64_t m_FenceValue;
45 void WaitUntilCompleted()
final {