forked from LeenkxTeam/LNXSDK
62 lines
3.0 KiB
C
62 lines
3.0 KiB
C
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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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#ifdef JPH_USE_DX12
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#include <Jolt/Compute/ComputeQueue.h>
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#include <Jolt/Compute/DX12/ComputeShaderDX12.h>
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#include <Jolt/Core/UnorderedSet.h>
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JPH_NAMESPACE_BEGIN
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class ComputeBufferDX12;
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/// A command queue for DirectX for executing compute workloads on the GPU.
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class JPH_EXPORT ComputeQueueDX12 final : public ComputeQueue
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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/// Destructor
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virtual ~ComputeQueueDX12() override;
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/// Initialize the queue
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bool Initialize(ID3D12Device *inDevice, D3D12_COMMAND_LIST_TYPE inType, ComputeQueueResult &outResult);
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/// Start the command list (requires waiting until the previous one is finished)
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ID3D12GraphicsCommandList * Start();
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// See: ComputeQueue
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virtual void SetShader(const ComputeShader *inShader) override;
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virtual void SetConstantBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
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virtual void SetBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
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virtual void SetRWBuffer(const char *inName, ComputeBuffer *inBuffer, EBarrier inBarrier = EBarrier::Yes) override;
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virtual void ScheduleReadback(ComputeBuffer *inDst, const ComputeBuffer *inSrc) override;
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virtual void Dispatch(uint inThreadGroupsX, uint inThreadGroupsY, uint inThreadGroupsZ) override;
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virtual void Execute() override;
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virtual void Wait() override;
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private:
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/// Copy the CPU buffer to the GPU buffer if needed
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void SyncCPUToGPU(const ComputeBufferDX12 *inBuffer);
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ComPtr<ID3D12CommandQueue> mCommandQueue; ///< The command queue that will hold command lists
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ComPtr<ID3D12CommandAllocator> mCommandAllocator; ///< Allocator that holds the memory for the commands
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ComPtr<ID3D12GraphicsCommandList> mCommandList; ///< The command list that will hold the render commands / state changes
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HANDLE mFenceEvent = INVALID_HANDLE_VALUE; ///< Fence event, used to wait for rendering to complete
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ComPtr<ID3D12Fence> mFence; ///< Fence object, used to signal the fence event
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UINT64 mFenceValue = 0; ///< Current fence value, each time we need to wait we will signal the fence with this value, wait for it and then increase the value
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RefConst<ComputeShaderDX12> mShader = nullptr; ///< Current active shader
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bool mIsStarted = false; ///< If the command list has been started (reset) and is ready to record commands
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bool mIsExecuting = false; ///< If a command list is currently executing on the queue
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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
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Array<ComPtr<ID3D12Resource>> mDelayedFreedBuffers; ///< Buffers freed during the execution
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};
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JPH_NAMESPACE_END
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#endif // JPH_USE_DX12
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