Jolt Physics
A multi core friendly Game Physics Engine
Loading...
Searching...
No Matches
ComputeQueueMTL.h
Go to the documentation of this file.
1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
7#ifdef JPH_USE_MTL
8
9#include <MetalKit/MetalKit.h>
10
12
14
15class ComputeShaderMTL;
16
18class JPH_EXPORT ComputeQueueMTL final : public ComputeQueue
19{
20public:
22
24 ComputeQueueMTL(id<MTLDevice> inDevice);
25 virtual ~ComputeQueueMTL() override;
26
27 // See: ComputeQueue
28 virtual void SetShader(const ComputeShader *inShader) override;
29 virtual void SetConstantBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
30 virtual void SetBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
31 virtual void SetRWBuffer(const char *inName, ComputeBuffer *inBuffer, EBarrier inBarrier = EBarrier::Yes) override;
32 virtual void ScheduleReadback(ComputeBuffer *inDst, const ComputeBuffer *inSrc) override;
33 virtual void Dispatch(uint inThreadGroupsX, uint inThreadGroupsY, uint inThreadGroupsZ) override;
34 virtual void Execute() override;
35 virtual void Wait() override;
36
37private:
38 void BeginCommandBuffer();
39
40 id<MTLCommandQueue> mCommandQueue;
41 id<MTLCommandBuffer> mCommandBuffer;
42 id<MTLComputeCommandEncoder> mComputeEncoder;
44 bool mIsExecuting = false;
45};
46
48
49#endif // JPH_USE_MTL
#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