forked from LeenkxTeam/LNXSDK
50 lines
1.5 KiB
C
50 lines
1.5 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_MTL
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#include <MetalKit/MetalKit.h>
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#include <Jolt/Compute/ComputeQueue.h>
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JPH_NAMESPACE_BEGIN
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class ComputeShaderMTL;
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/// A command queue for Metal for executing compute workloads on the GPU.
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class JPH_EXPORT ComputeQueueMTL final : public ComputeQueue
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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/// Constructor / destructor
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ComputeQueueMTL(id<MTLDevice> inDevice);
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virtual ~ComputeQueueMTL() override;
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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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void BeginCommandBuffer();
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id<MTLCommandQueue> mCommandQueue;
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id<MTLCommandBuffer> mCommandBuffer;
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id<MTLComputeCommandEncoder> mComputeEncoder;
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RefConst<ComputeShaderMTL> mShader;
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bool mIsExecuting = false;
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};
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JPH_NAMESPACE_END
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#endif // JPH_USE_MTL
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