Jump to content
  • Advertisement
Sign in to follow this  
Azzazelus

DX12 Fences in Dx12

This topic is 713 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello. I'm learning DirectX 12 API and I dont understand some things regarding Fences. The GPU can signal a fence while working on a Command List and then continues the command list or the Fence is signaled only between command lists in the List Queue ?

Share this post


Link to post
Share on other sites
Advertisement

and then continues the command list or the Fence is signaled only between command lists in the List Queue ?
 

I don't really understand this part of your question but I'll try to answer.

 

A fence can be used one of two ways to sync the cpu to the gpu or to sync between two queues.  The pseudo code for syncing two queues can be seen here: https://msdn.microsoft.com/en-us/library/windows/desktop/dn899217(v=vs.85).aspx

 

The syncing of the cpu to the gpu is easily seen in the D3D12HelloWorld example in the WaitForPreviousFrame() method of the hellotriangle project which can be found here:

https://github.com/Microsoft/DirectX-Graphics-Samples

 

If you can elaborate on your question maybe I'll be able to answer more directly.  Also since D3D12 is new you might get more responses in the directx subforum.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!