共用方式為


ID3D12CommandAllocator 介面 (d3d12.h)

表示圖形處理器 (GPU) 命令的記憶體配置。

繼承

ID3D12CommandAllocator 介面繼承自ID3D12PageableID3D12CommandAllocator 也有下列類型的成員:

方法

ID3D12CommandAllocator 介面具有這些方法。

 
ID3D12CommandAllocator::Reset

表示重複使用與命令配置器相關聯的記憶體。

備註

使用 ID3D12Device::CreateCommandAllocator 來建立命令配置器物件。

命令配置器對象會對應至儲存 GPU 命令的基礎配置。 命令配置器物件同時適用於直接命令清單和套件組合。 您必須在 DirectX 12 應用程式中使用命令設定器物件。

範例

D3D12nBodyGravity 範例會使用 ID3D12CommandAllocator,如下所示:

標頭檔宣告。

D3D12_VIEWPORT m_viewport;
D3D12_RECT m_scissorRect;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
UINT m_rtvDescriptorSize;

異步計算線程。

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;
}

請參閱 D3D12 參考中的範例程式代碼

規格需求

需求
目標平台 Windows
標頭 d3d12.h

另請參閱

核心介面

ID3D12Pageable