forked from LeenkxTeam/LNXSDK
67 lines
2.8 KiB
C
67 lines
2.8 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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#include <Jolt/Compute/ComputeQueue.h>
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#ifdef JPH_USE_VK
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#include <Jolt/Compute/VK/ComputeShaderVK.h>
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#include <Jolt/Compute/VK/BufferVK.h>
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#include <Jolt/Core/UnorderedMap.h>
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#include <Jolt/Core/UnorderedSet.h>
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JPH_NAMESPACE_BEGIN
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class ComputeSystemVK;
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class ComputeBufferVK;
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/// A command queue for Vulkan for executing compute workloads on the GPU.
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class JPH_EXPORT ComputeQueueVK 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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explicit ComputeQueueVK(ComputeSystemVK *inComputeSystem) : mComputeSystem(inComputeSystem) { }
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virtual ~ComputeQueueVK() override;
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/// Initialize the queue
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bool Initialize(uint32 inComputeQueueIndex, ComputeQueueResult &outResult);
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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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bool BeginCommandBuffer();
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// Copy the CPU buffer to the GPU buffer if needed
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void SyncCPUToGPU(const ComputeBufferVK *inBuffer);
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ComputeSystemVK * mComputeSystem;
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VkQueue mQueue = VK_NULL_HANDLE;
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VkCommandPool mCommandPool = VK_NULL_HANDLE;
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VkDescriptorPool mDescriptorPool = VK_NULL_HANDLE;
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VkCommandBuffer mCommandBuffer = VK_NULL_HANDLE;
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bool mCommandBufferRecording = false; ///< If we are currently recording commands into the command buffer
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VkFence mFence = VK_NULL_HANDLE;
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bool mIsExecuting = false; ///< If Execute has been called and we are waiting for it to finish
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RefConst<ComputeShaderVK> mShader; ///< Shader that has been activated
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Array<VkDescriptorBufferInfo> mBufferInfos; ///< List of parameters that will be sent to the current shader
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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<BufferVK> mDelayedFreedBuffers; ///< Hardware buffers that need to be freed after execution is done
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};
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JPH_NAMESPACE_END
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#endif // JPH_USE_VK
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