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LNXSDK/lib/haxejolt/JoltPhysics/Jolt/Compute/CPU/ComputeQueueCPU.h

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2026-03-04 00:50:15 -08:00
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2026 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Compute/ComputeQueue.h>
#ifdef JPH_USE_CPU_COMPUTE
#include <Jolt/Compute/CPU/ComputeShaderCPU.h>
#include <Jolt/Core/UnorderedSet.h>
JPH_NAMESPACE_BEGIN
/// A command queue for the CPU compute system
class JPH_EXPORT ComputeQueueCPU final : public ComputeQueue
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Destructor
virtual ~ComputeQueueCPU() override;
// See: ComputeQueue
virtual void SetShader(const ComputeShader *inShader) override;
virtual void SetConstantBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
virtual void SetBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
virtual void SetRWBuffer(const char *inName, ComputeBuffer *inBuffer, EBarrier inBarrier = EBarrier::Yes) override;
virtual void ScheduleReadback(ComputeBuffer *inDst, const ComputeBuffer *inSrc) override;
virtual void Dispatch(uint inThreadGroupsX, uint inThreadGroupsY, uint inThreadGroupsZ) override;
virtual void Execute() override;
virtual void Wait() override;
private:
RefConst<ComputeShaderCPU> mShader = nullptr; ///< Current active shader
ShaderWrapper * mWrapper = nullptr; ///< The active shader wrapper
UnorderedSet<RefConst<ComputeBuffer>> mUsedBuffers; ///< Buffers that are in use by the current execution, these will be retained until execution is finished so that we don't free buffers that are in use
};
JPH_NAMESPACE_END
#endif // JPH_USE_CPU_COMPUTE