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LNXSDK/lib/haxejolt/JoltPhysics/Jolt/Compute/DX12/ComputeBufferDX12.h
2026-03-04 00:50:15 -08:00

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Compute/ComputeBuffer.h>
#ifdef JPH_USE_DX12
#include <Jolt/Compute/DX12/IncludeDX12.h>
JPH_NAMESPACE_BEGIN
class ComputeSystemDX12;
/// Buffer that can be read from / written to by a compute shader
class JPH_EXPORT ComputeBufferDX12 final : public ComputeBuffer
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Constructor
ComputeBufferDX12(ComputeSystemDX12 *inComputeSystem, EType inType, uint64 inSize, uint inStride);
bool Initialize(const void *inData);
ID3D12Resource * GetResourceCPU() const { return mBufferCPU.Get(); }
ID3D12Resource * GetResourceGPU() const { return mBufferGPU.Get(); }
ComPtr<ID3D12Resource> ReleaseResourceCPU() const { return std::move(mBufferCPU); }
bool Barrier(ID3D12GraphicsCommandList *inCommandList, D3D12_RESOURCE_STATES inTo) const;
void RWBarrier(ID3D12GraphicsCommandList *inCommandList);
bool SyncCPUToGPU(ID3D12GraphicsCommandList *inCommandList) const;
ComputeBufferResult CreateReadBackBuffer() const override;
private:
virtual void * MapInternal(EMode inMode) override;
virtual void UnmapInternal() override;
ComputeSystemDX12 * mComputeSystem;
mutable ComPtr<ID3D12Resource> mBufferCPU;
ComPtr<ID3D12Resource> mBufferGPU;
mutable bool mNeedsSync = false; ///< If this buffer needs to be synced from CPU to GPU
mutable D3D12_RESOURCE_STATES mCurrentState = D3D12_RESOURCE_STATE_COPY_DEST; ///< State of the GPU buffer so we can do proper barriers
};
JPH_NAMESPACE_END
#endif // JPH_USE_DX12