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

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C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Compute/ComputeQueue.h>
#ifdef JPH_USE_VK
#include <Jolt/Compute/VK/ComputeShaderVK.h>
#include <Jolt/Compute/VK/BufferVK.h>
#include <Jolt/Core/UnorderedMap.h>
#include <Jolt/Core/UnorderedSet.h>
JPH_NAMESPACE_BEGIN
class ComputeSystemVK;
class ComputeBufferVK;
/// A command queue for Vulkan for executing compute workloads on the GPU.
class JPH_EXPORT ComputeQueueVK final : public ComputeQueue
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Constructor / Destructor
explicit ComputeQueueVK(ComputeSystemVK *inComputeSystem) : mComputeSystem(inComputeSystem) { }
virtual ~ComputeQueueVK() override;
/// Initialize the queue
bool Initialize(uint32 inComputeQueueIndex, ComputeQueueResult &outResult);
// 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:
bool BeginCommandBuffer();
// Copy the CPU buffer to the GPU buffer if needed
void SyncCPUToGPU(const ComputeBufferVK *inBuffer);
ComputeSystemVK * mComputeSystem;
VkQueue mQueue = VK_NULL_HANDLE;
VkCommandPool mCommandPool = VK_NULL_HANDLE;
VkDescriptorPool mDescriptorPool = VK_NULL_HANDLE;
VkCommandBuffer mCommandBuffer = VK_NULL_HANDLE;
bool mCommandBufferRecording = false; ///< If we are currently recording commands into the command buffer
VkFence mFence = VK_NULL_HANDLE;
bool mIsExecuting = false; ///< If Execute has been called and we are waiting for it to finish
RefConst<ComputeShaderVK> mShader; ///< Shader that has been activated
Array<VkDescriptorBufferInfo> mBufferInfos; ///< List of parameters that will be sent to the current shader
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<BufferVK> mDelayedFreedBuffers; ///< Hardware buffers that need to be freed after execution is done
};
JPH_NAMESPACE_END
#endif // JPH_USE_VK