HaxeJolt
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Compute/ComputeBuffer.h>
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#ifdef JPH_USE_DX12
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#include <Jolt/Compute/DX12/IncludeDX12.h>
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JPH_NAMESPACE_BEGIN
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class ComputeSystemDX12;
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/// Buffer that can be read from / written to by a compute shader
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class JPH_EXPORT ComputeBufferDX12 final : public ComputeBuffer
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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/// Constructor
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ComputeBufferDX12(ComputeSystemDX12 *inComputeSystem, EType inType, uint64 inSize, uint inStride);
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bool Initialize(const void *inData);
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ID3D12Resource * GetResourceCPU() const { return mBufferCPU.Get(); }
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ID3D12Resource * GetResourceGPU() const { return mBufferGPU.Get(); }
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ComPtr<ID3D12Resource> ReleaseResourceCPU() const { return std::move(mBufferCPU); }
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bool Barrier(ID3D12GraphicsCommandList *inCommandList, D3D12_RESOURCE_STATES inTo) const;
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void RWBarrier(ID3D12GraphicsCommandList *inCommandList);
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bool SyncCPUToGPU(ID3D12GraphicsCommandList *inCommandList) const;
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ComputeBufferResult CreateReadBackBuffer() const override;
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private:
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virtual void * MapInternal(EMode inMode) override;
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virtual void UnmapInternal() override;
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ComputeSystemDX12 * mComputeSystem;
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mutable ComPtr<ID3D12Resource> mBufferCPU;
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ComPtr<ID3D12Resource> mBufferGPU;
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mutable bool mNeedsSync = false; ///< If this buffer needs to be synced from CPU to GPU
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mutable D3D12_RESOURCE_STATES mCurrentState = D3D12_RESOURCE_STATE_COPY_DEST; ///< State of the GPU buffer so we can do proper barriers
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};
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JPH_NAMESPACE_END
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#endif // JPH_USE_DX12
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