DirectX Execution Model
The DirectX execution model defines how graphics operations are initiated, managed, and processed by the system. Understanding this model is crucial for optimizing performance and ensuring correct rendering behavior.
Core Concepts
DirectX operations are typically managed through a series of steps:
- Command Lists: Operations are recorded into command lists, which are sequences of graphics commands.
- Command Queues: Command lists are submitted to command queues for execution by the GPU. Different types of command queues exist for various purposes (e.g., graphics, compute).
- Synchronization: Mechanisms like fences and events are used to synchronize CPU and GPU operations, preventing race conditions and ensuring operations complete in the intended order.
Key APIs
Several core APIs are fundamental to managing DirectX execution:
API Component | Description | Key Functions/Objects |
---|---|---|
Command Interface | Represents the interface for recording commands. | ID3D12CommandAllocator , ID3D12GraphicsCommandList |
Command Queue | Manages the submission and execution of command lists. | ID3D12CommandQueue |
Synchronization Objects | Facilitate communication and timing between the CPU and GPU. | ID3D12Fence , ID3D12QueryHeap |
Root Signature | Defines the set of resources accessible by shaders. | ID3D12RootSignature |
Execution Flow
A typical execution flow involves the following steps:
- Create a command allocator to manage command list memory.
- Create a graphics command list, associating it with the command allocator.
- Begin recording commands onto the command list using methods like
SetGraphicsRootSignature
,IASetPrimitiveTopology
,OMSetRenderTargets
, and draw/dispatch calls. - End the recording of the command list.
- Create a fence for synchronization.
- Submit the command list(s) to a command queue using
ExecuteCommandLists
. - Signal the fence on the CPU and wait for the GPU to reach a certain point using
SetEventOnCompletion
orSignal
.
Example Snippet (Conceptual)
// Assume device, command_allocator, and command_list are already created
// Set root signature
command_list->SetGraphicsRootSignature(root_signature);
// Set render target and depth stencil
command_list->OMSetRenderTargets(1, &render_target_view_handle, TRUE, &depth_stencil_view_handle);
// Bind vertex and index buffers
command_list->IASetVertexBuffers(0, 1, &vertex_buffer_view);
command_list->IASetIndexBuffer(&index_buffer_view);
// Set pipeline state
command_list->SetPipelineState(pipeline_state);
// Draw call
command_list->DrawIndexedInstanced(index_count, instance_count, start_index_location, base_vertex_location, start_instance_location);
// End command list recording
command_list->Close();
// Submit to command queue
command_queue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&command_list);
// Signal fence and wait (simplified)
UINT64 fence_value;
command_queue->Signal(fence, fence_value);
if (fence->GetCompletedValue() < fence_value)
{
HANDLE event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
fence->SetEventOnCompletion(fence_value, event);
WaitForSingleObject(event, INFINITE);
CloseHandle(event);
}