Introduction
Multithreading is a powerful technique to improve the performance of your DirectX applications by leveraging multiple CPU cores. This section will cover the basics of multithreading in DirectX, including how to create and manage threads, synchronize resources, and optimize rendering performance.
Key Concepts
-
Multithreading Basics:
- Thread: A sequence of executable instructions that can run concurrently with other threads.
- Concurrency: The ability to run multiple threads simultaneously to perform different tasks.
- Parallelism: The actual simultaneous execution of multiple threads on different CPU cores.
-
DirectX and Multithreading:
- Command Lists: Used to record rendering commands that can be executed by the GPU.
- Command Queues: Used to submit command lists to the GPU for execution.
- Synchronization: Ensuring that resources are accessed safely by multiple threads.
Setting Up Multithreading in DirectX
Step 1: Creating Threads
To create threads in C++, you can use the <thread>
library. Here’s a simple example:
#include <iostream> #include <thread> // Function to be executed by the thread void renderTask() { std::cout << "Rendering on thread: " << std::this_thread::get_id() << std::endl; } int main() { // Create a thread std::thread renderThread(renderTask); // Wait for the thread to finish renderThread.join(); return 0; }
Step 2: Using Command Lists and Command Queues
In DirectX 12, you can use command lists and command queues to manage rendering tasks across multiple threads.
Creating Command Lists
ID3D12CommandAllocator* commandAllocator; ID3D12GraphicsCommandList* commandList; // Create command allocator device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator)); // Create command list device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
Recording Commands
commandList->Reset(commandAllocator, nullptr); // Record rendering commands commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr); commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); commandList->DrawInstanced(3, 1, 0, 0); commandList->Close();
Executing Command Lists
ID3D12CommandQueue* commandQueue; device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue)); // Execute command list ID3D12CommandList* commandLists[] = { commandList }; commandQueue->ExecuteCommandLists(_countof(commandLists), commandLists);
Step 3: Synchronizing Resources
To ensure that resources are accessed safely by multiple threads, you can use synchronization primitives such as mutexes and fences.
Using Mutexes
#include <mutex> std::mutex mtx; void renderTask() { std::lock_guard<std::mutex> lock(mtx); // Access shared resources safely }
Using Fences
ID3D12Fence* fence; UINT64 fenceValue = 0; // Create fence device->CreateFence(fenceValue, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); // Signal and wait for fence commandQueue->Signal(fence, ++fenceValue); if (fence->GetCompletedValue() < fenceValue) { HANDLE eventHandle = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS); fence->SetEventOnCompletion(fenceValue, eventHandle); WaitForSingleObject(eventHandle, INFINITE); CloseHandle(eventHandle); }
Practical Exercise
Exercise: Implement Multithreaded Rendering
- Objective: Create a DirectX application that uses multiple threads to record and execute command lists.
- Steps:
- Create multiple threads to record command lists.
- Use command queues to execute the recorded command lists.
- Synchronize access to shared resources using mutexes or fences.
Solution
#include <iostream> #include <thread> #include <mutex> #include <d3d12.h> #include <dxgi1_4.h> std::mutex mtx; void renderTask(ID3D12Device* device, ID3D12CommandQueue* commandQueue, ID3D12CommandAllocator* commandAllocator, ID3D12GraphicsCommandList* commandList) { std::lock_guard<std::mutex> lock(mtx); // Record commands commandList->Reset(commandAllocator, nullptr); commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr); commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); commandList->DrawInstanced(3, 1, 0, 0); commandList->Close(); // Execute command list ID3D12CommandList* commandLists[] = { commandList }; commandQueue->ExecuteCommandLists(_countof(commandLists), commandLists); } int main() { // Initialize DirectX (device, commandQueue, commandAllocator, commandList, etc.) // Create threads std::thread thread1(renderTask, device, commandQueue, commandAllocator, commandList); std::thread thread2(renderTask, device, commandQueue, commandAllocator, commandList); // Wait for threads to finish thread1.join(); thread2.join(); return 0; }
Conclusion
In this section, you learned how to implement multithreading in DirectX to improve rendering performance. You explored the basics of creating and managing threads, using command lists and command queues, and synchronizing resources. By leveraging multithreading, you can make your DirectX applications more efficient and responsive.
Next, you will delve into advanced topics such as deferred shading and post-processing effects to further enhance your DirectX skills.
DirectX Programming Course
Module 1: Introduction to DirectX
- What is DirectX?
- Setting Up the Development Environment
- Understanding the DirectX API
- Creating Your First DirectX Application
Module 2: Direct3D Basics
Module 3: Working with Shaders
Module 4: Advanced Rendering Techniques
Module 5: 3D Models and Animation
Module 6: Performance Optimization
- Profiling and Debugging
- Optimizing Rendering Performance
- Memory Management
- Multithreading in DirectX