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D3D12Synchronization.hpp
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#pragma once
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#include <RGL/Types.hpp>
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#include <RGL/Synchronization.hpp>
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#include "RGLD3D12.hpp"
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#include <directx/d3d12.h>
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namespace
RGL {
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struct
DeviceD3D12;
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// implements a vulkan-style binary fence
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struct
FenceD3D12
:
public
IFence
{
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const
std::shared_ptr<DeviceD3D12> owningDevice;
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HANDLE fenceEvent;
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FenceD3D12
(
decltype
(owningDevice),
bool
preSignaled);
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Microsoft::WRL::ComPtr<ID3D12Fence> fence;
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// IFence
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void
Wait()
final
;
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void
Reset()
final
;
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void
Signal()
final
;
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virtual
~FenceD3D12
();
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};
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}
RGL::FenceD3D12
Definition
D3D12Synchronization.hpp:11
RGL::IFence
Definition
Synchronization.hpp:5
RavEngine
deps
RGL
src
D3D12Synchronization.hpp
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