forked from LeenkxTeam/LNXSDK
53 lines
1.8 KiB
C++
53 lines
1.8 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/ComputeSystem.h>
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#ifdef JPH_USE_CPU_COMPUTE
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#include <Jolt/Core/UnorderedMap.h>
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#include <Jolt/Compute/CPU/ComputeShaderCPU.h>
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JPH_NAMESPACE_BEGIN
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/// Interface to run a workload on the CPU
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/// This is intended mainly for debugging purposes and is not optimized for performance
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class JPH_EXPORT ComputeSystemCPU : public ComputeSystem
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{
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public:
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JPH_DECLARE_RTTI_VIRTUAL(JPH_EXPORT, ComputeSystemCPU)
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// See: ComputeSystem
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virtual ComputeShaderResult CreateComputeShader(const char *inName, uint32 inGroupSizeX, uint32 inGroupSizeY, uint32 inGroupSizeZ) override;
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virtual ComputeBufferResult CreateComputeBuffer(ComputeBuffer::EType inType, uint64 inSize, uint inStride, const void *inData = nullptr) override;
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virtual ComputeQueueResult CreateComputeQueue() override;
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using CreateShader = ComputeShaderCPU::CreateShader;
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void RegisterShader(const char *inName, CreateShader inCreateShader)
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{
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mShaderRegistry[inName] = inCreateShader;
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}
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private:
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using ShaderRegistry = UnorderedMap<string_view, CreateShader>;
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ShaderRegistry mShaderRegistry;
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};
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// Internal helpers
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#define JPH_SHADER_WRAPPER_FUNCTION_NAME(name) RegisterShader##name
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#define JPH_SHADER_WRAPPER_FUNCTION(sys, name) void JPH_EXPORT JPH_SHADER_WRAPPER_FUNCTION_NAME(name)(ComputeSystemCPU *sys)
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/// Macro to declare a shader register function
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#define JPH_DECLARE_REGISTER_SHADER(name) namespace JPH { class ComputeSystemCPU; JPH_SHADER_WRAPPER_FUNCTION(, name); }
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/// Macro to register a shader
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#define JPH_REGISTER_SHADER(sys, name) JPH::JPH_SHADER_WRAPPER_FUNCTION_NAME(name)(sys)
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JPH_NAMESPACE_END
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#endif // JPH_USE_CPU_COMPUTE
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