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LNXSDK/lib/haxejolt/JoltPhysics/Jolt/Compute/CPU/WrapShaderBegin.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
#include <Jolt/Core/HashCombine.h>
#include <Jolt/Compute/CPU/ComputeSystemCPU.h>
#include <Jolt/Compute/CPU/ShaderWrapper.h>
#include <Jolt/Compute/CPU/HLSLToCPP.h>
/// @cond INTERNAL
JPH_NAMESPACE_BEGIN
JPH_MSVC_SUPPRESS_WARNING(5031) // #pragma warning(pop): likely mismatch, popping warning state pushed in different file
#define JPH_SHADER_OVERRIDE_MACROS
#define JPH_SHADER_GENERATE_WRAPPER
#define JPH_SHADER_CONSTANT(type, name, value) inline static constexpr type name = value;
#define JPH_SHADER_CONSTANTS_BEGIN(type, name) struct type { alignas(16) int dummy; } name; // Ensure that the first constant is 16 byte aligned
#define JPH_SHADER_CONSTANTS_MEMBER(type, name) type c##name;
#define JPH_SHADER_CONSTANTS_END(type)
#define JPH_SHADER_BUFFER(type) const type *
#define JPH_SHADER_RW_BUFFER(type) type *
#define JPH_SHADER_BIND_BEGIN(name)
#define JPH_SHADER_BIND_END(name)
#define JPH_SHADER_BIND_BUFFER(type, name) const type *name = nullptr;
#define JPH_SHADER_BIND_RW_BUFFER(type, name) type *name = nullptr;
#define JPH_SHADER_FUNCTION_BEGIN(return_type, name, group_size_x, group_size_y, group_size_z) \
virtual void Main(
#define JPH_SHADER_PARAM_THREAD_ID(name) const HLSLToCPP::uint3 &name
#define JPH_SHADER_FUNCTION_END ) override
#define JPH_SHADER_STRUCT_BEGIN(name) struct name {
#define JPH_SHADER_STRUCT_MEMBER(type, name) type m##name;
#define JPH_SHADER_STRUCT_END(name) };
#define JPH_TO_STRING(name) JPH_TO_STRING2(name)
#define JPH_TO_STRING2(name) #name
#define JPH_SHADER_CLASS_NAME(name) JPH_SHADER_CLASS_NAME2(name)
#define JPH_SHADER_CLASS_NAME2(name) name##ShaderWrapper
#define JPH_IN(type) const type &
#define JPH_OUT(type) type &
#define JPH_IN_OUT(type) type &
// Namespace to prevent 'using' from leaking out
namespace ShaderWrappers {
using namespace HLSLToCPP;
class JPH_SHADER_CLASS_NAME(JPH_SHADER_NAME) : public ShaderWrapper
{
public:
// Define types
using JPH_float = float;
using JPH_float3 = HLSLToCPP::float3;
using JPH_float4 = HLSLToCPP::float4;
using JPH_uint = uint;
using JPH_uint3 = HLSLToCPP::uint3;
using JPH_uint4 = HLSLToCPP::uint4;
using JPH_int = int;
using JPH_int3 = HLSLToCPP::int3;
using JPH_int4 = HLSLToCPP::int4;
using JPH_Quat = HLSLToCPP::Quat;
using JPH_Plane = HLSLToCPP::Plane;
using JPH_Mat44 = HLSLToCPP::Mat44;
// Now the shader code should be included followed by WrapShaderBindings.h
/// @endcond