feat: implement Fence synchronization for CPU-GPU frame sync

D3D12 Core:
- Add ID3D12Fence1 and fence_value to d3d12_command
- Add fence_event for CPU waiting
- Implement wait() in command_frame for frame sync
- Implement flush() to wait all frames complete
- Add fence_value tracking per frame
- Signal fence at end_frame with incremented value

TestRenderer:
- Call graphics::render() in run()

Documentation:
- Add changelog for Fence sync implementation
- Update D3D12 Wiki with Fence sync section
This commit is contained in:
SpecialX
2026-03-27 18:56:03 +08:00
parent 7da17ccadd
commit f1584ec3c6
5 changed files with 287 additions and 16 deletions

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@@ -211,6 +211,33 @@ _frame_index = (_frame_index + 1) % frame_buffer_count;
环形缓冲区管理帧资源,确保 CPU 不会超前 GPU 超过 3 帧。
### 6.4 Fence 同步机制
项目实现了 Fence围栏同步确保 CPU-GPU 帧同步:
```cpp
struct command_frame
{
ID3D12CommandAllocator* cmd_allocator{ nullptr };
u64 fence_value{ 0 }; // 该帧的围栏值
void wait(HANDLE fence_event, ID3D12Fence1* fence);
};
```
**同步流程**
1. `begin_frame()` - 检查 GPU 是否完成当前帧,未完成则等待
2. `end_frame()` - 递增围栏值,向 GPU 发送信号
```cpp
// 帧结束信号
++_fence_value;
_cmd_frames[_frame_index].fence_value = _fence_value;
_cmd_queue->Signal(_fence, _fence_value);
```
**围栏值溢出**64位无符号整数每秒1000帧需要5.8亿年才回绕,无需担心。
## 7. 渲染表面与窗口
### 7.1 render_surface 结构