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LNXSDK/lib/haxejolt/JoltPhysics/Jolt/Compute/DX12/ComputeQueueDX12.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
#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