15class ComputeBufferDX12;
24 virtual ~ComputeQueueDX12()
override;
27 bool Initialize(ID3D12Device *inDevice, D3D12_COMMAND_LIST_TYPE inType,
ComputeQueueResult &outResult);
30 ID3D12GraphicsCommandList * Start();
38 virtual void Dispatch(
uint inThreadGroupsX,
uint inThreadGroupsY,
uint inThreadGroupsZ)
override;
39 virtual void Execute()
override;
40 virtual void Wait()
override;
44 void SyncCPUToGPU(
const ComputeBufferDX12 *inBuffer);
46 ComPtr<ID3D12CommandQueue> mCommandQueue;
47 ComPtr<ID3D12CommandAllocator> mCommandAllocator;
48 ComPtr<ID3D12GraphicsCommandList> mCommandList;
49 HANDLE mFenceEvent = INVALID_HANDLE_VALUE;
50 ComPtr<ID3D12Fence> mFence;
51 UINT64 mFenceValue = 0;
53 bool mIsStarted =
false;
54 bool mIsExecuting =
false;
#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 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 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
Helper class that either contains a valid result or an error.
Definition Result.h:12
Definition UnorderedSet.h:29