Jolt Physics
A multi core friendly Game Physics Engine
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ComputeQueueCPU.h
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1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2026 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
8
9#ifdef JPH_USE_CPU_COMPUTE
10
13
15
17class JPH_EXPORT ComputeQueueCPU final : public ComputeQueue
18{
19public:
21
23 virtual ~ComputeQueueCPU() override;
24
25 // See: ComputeQueue
26 virtual void SetShader(const ComputeShader *inShader) override;
27 virtual void SetConstantBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
28 virtual void SetBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
29 virtual void SetRWBuffer(const char *inName, ComputeBuffer *inBuffer, EBarrier inBarrier = EBarrier::Yes) override;
30 virtual void ScheduleReadback(ComputeBuffer *inDst, const ComputeBuffer *inSrc) override;
31 virtual void Dispatch(uint inThreadGroupsX, uint inThreadGroupsY, uint inThreadGroupsZ) override;
32 virtual void Execute() override;
33 virtual void Wait() override;
34
35private:
36 RefConst<ComputeShaderCPU> mShader = nullptr;
37 ShaderWrapper * mWrapper = nullptr;
39};
40
42
43#endif // JPH_USE_CPU_COMPUTE
#define JPH_EXPORT
Definition Core.h:275
unsigned int uint
Definition Core.h:500
#define JPH_NAMESPACE_END
Definition Core.h:425
#define JPH_NAMESPACE_BEGIN
Definition Core.h:419
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition Memory.h:50
Buffer that can be read from / written to by a compute shader.
Definition ComputeBuffer.h:18
Definition ComputeQueue.h:20
virtual void Wait()=0
virtual void SetBuffer(const char *inName, const ComputeBuffer *inBuffer)=0
virtual void ScheduleReadback(ComputeBuffer *inDst, const ComputeBuffer *inSrc)=0
virtual void SetConstantBuffer(const char *inName, const ComputeBuffer *inBuffer)=0
virtual void SetShader(const ComputeShader *inShader)=0
virtual void Execute()=0
virtual void Dispatch(uint inThreadGroupsX, uint inThreadGroupsY=1, uint inThreadGroupsZ=1)=0
Dispatch a compute shader with the specified number of thread groups.
virtual void SetRWBuffer(const char *inName, ComputeBuffer *inBuffer, EBarrier inBarrier=EBarrier::Yes)=0
Compute shader handle.
Definition ComputeShader.h:15
Definition Reference.h:163
Definition UnorderedSet.h:30