forked from LeenkxTeam/LNXSDK
HaxeJolt
This commit is contained in:
@ -0,0 +1,61 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifdef JPH_USE_DX12
|
||||
|
||||
#include <Jolt/Compute/ComputeQueue.h>
|
||||
#include <Jolt/Compute/DX12/ComputeShaderDX12.h>
|
||||
#include <Jolt/Core/UnorderedSet.h>
|
||||
|
||||
JPH_NAMESPACE_BEGIN
|
||||
|
||||
class ComputeBufferDX12;
|
||||
|
||||
/// A command queue for DirectX for executing compute workloads on the GPU.
|
||||
class JPH_EXPORT ComputeQueueDX12 final : public ComputeQueue
|
||||
{
|
||||
public:
|
||||
JPH_OVERRIDE_NEW_DELETE
|
||||
|
||||
/// Destructor
|
||||
virtual ~ComputeQueueDX12() override;
|
||||
|
||||
/// Initialize the queue
|
||||
bool Initialize(ID3D12Device *inDevice, D3D12_COMMAND_LIST_TYPE inType, ComputeQueueResult &outResult);
|
||||
|
||||
/// Start the command list (requires waiting until the previous one is finished)
|
||||
ID3D12GraphicsCommandList * Start();
|
||||
|
||||
// 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:
|
||||
/// Copy the CPU buffer to the GPU buffer if needed
|
||||
void SyncCPUToGPU(const ComputeBufferDX12 *inBuffer);
|
||||
|
||||
ComPtr<ID3D12CommandQueue> mCommandQueue; ///< The command queue that will hold command lists
|
||||
ComPtr<ID3D12CommandAllocator> mCommandAllocator; ///< Allocator that holds the memory for the commands
|
||||
ComPtr<ID3D12GraphicsCommandList> mCommandList; ///< The command list that will hold the render commands / state changes
|
||||
HANDLE mFenceEvent = INVALID_HANDLE_VALUE; ///< Fence event, used to wait for rendering to complete
|
||||
ComPtr<ID3D12Fence> mFence; ///< Fence object, used to signal the fence event
|
||||
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
|
||||
RefConst<ComputeShaderDX12> mShader = nullptr; ///< Current active shader
|
||||
bool mIsStarted = false; ///< If the command list has been started (reset) and is ready to record commands
|
||||
bool mIsExecuting = false; ///< If a command list is currently executing on the queue
|
||||
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
|
||||
Array<ComPtr<ID3D12Resource>> mDelayedFreedBuffers; ///< Buffers freed during the execution
|
||||
};
|
||||
|
||||
JPH_NAMESPACE_END
|
||||
|
||||
#endif // JPH_USE_DX12
|
||||
Reference in New Issue
Block a user