ID3D12CommandQueue::Signal method (d3d12.h)
Updates a fence to a specified value.
Syntax
HRESULT Signal(
ID3D12Fence *pFence,
UINT64 Value
);
Parameters
pFence
Type: ID3D12Fence*
A pointer to the ID3D12Fence object.
Value
Type: UINT64
The value to set the fence to.
Return value
Type: HRESULT
This method returns one of the Direct3D 12 Return Codes.
Remarks
Use this method to set a fence value from the GPU side. Use ID3D12Fence::Signal to set a fence from the CPU side.
Examples
Adds a signal to the command queue, then waits for the compute shader to complete the simulation, finally signal and increment the fence value.
// 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);
// Add a signal command to the queue.
ThrowIfFailed(m_commandQueue->Signal(m_renderContextFence.Get(), m_renderContextFenceValue));
// Signal and increment the fence value.
ThrowIfFailed(m_commandQueue->Signal(m_renderContextFence.Get(), m_renderContextFenceValue));
m_renderContextFenceValue++;
Refer to the Example Code in the D3D12 Reference.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d12.h |
Library | D3D12.lib |
DLL | D3D12.dll |