forked from LeenkxTeam/LNXSDK
44 lines
1.6 KiB
C++
44 lines
1.6 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2026 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_CPU_COMPUTE
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#include <Jolt/Compute/CPU/ComputeShaderCPU.h>
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#include <Jolt/Core/UnorderedSet.h>
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JPH_NAMESPACE_BEGIN
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/// A command queue for the CPU compute system
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class JPH_EXPORT ComputeQueueCPU 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 ~ComputeQueueCPU() 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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RefConst<ComputeShaderCPU> mShader = nullptr; ///< Current active shader
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ShaderWrapper * mWrapper = nullptr; ///< The active shader wrapper
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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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};
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JPH_NAMESPACE_END
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#endif // JPH_USE_CPU_COMPUTE
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