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LNXSDK/lib/haxejolt/JoltPhysics/Jolt/Compute/VK/ComputeBufferVK.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_VK
#include <Jolt/Compute/VK/BufferVK.h>
JPH_NAMESPACE_BEGIN
class ComputeSystemVK;
/// Buffer that can be read from / written to by a compute shader
class JPH_EXPORT ComputeBufferVK final : public ComputeBuffer
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Constructor
ComputeBufferVK(ComputeSystemVK *inComputeSystem, EType inType, uint64 inSize, uint inStride);
virtual ~ComputeBufferVK() override;
bool Initialize(const void *inData);
virtual ComputeBufferResult CreateReadBackBuffer() const override;
VkBuffer GetBufferCPU() const { return mBufferCPU.mBuffer; }
VkBuffer GetBufferGPU() const { return mBufferGPU.mBuffer; }
BufferVK ReleaseBufferCPU() const { BufferVK tmp = mBufferCPU; mBufferCPU = BufferVK(); return tmp; }
void Barrier(VkCommandBuffer inCommandBuffer, VkPipelineStageFlags inToStage, VkAccessFlagBits inToFlags, bool inForce) const;
bool SyncCPUToGPU(VkCommandBuffer inCommandBuffer) const;
private:
virtual void * MapInternal(EMode inMode) override;
virtual void UnmapInternal() override;
ComputeSystemVK * mComputeSystem;
mutable BufferVK mBufferCPU;
BufferVK mBufferGPU;
mutable bool mNeedsSync = false; ///< If this buffer needs to be synced from CPU to GPU
mutable VkAccessFlagBits mAccessFlagBits = VK_ACCESS_SHADER_READ_BIT; ///< Access flags of the last usage, used for barriers
mutable VkPipelineStageFlags mAccessStage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; ///< Pipeline stage of the last usage, used for barriers
};
JPH_NAMESPACE_END
#endif // JPH_USE_VK