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Jolt Physics
A multi core friendly Game Physics Engine
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This is the complete list of members for ComputeQueue, including all inherited members.
| AddRef() const | RefTarget< ComputeQueue > | inline |
| cEmbedded | RefTarget< ComputeQueue > | protectedstatic |
| Dispatch(uint inThreadGroupsX, uint inThreadGroupsY=1, uint inThreadGroupsZ=1)=0 | ComputeQueue | pure virtual |
| EBarrier enum name | ComputeQueue | |
| Execute()=0 | ComputeQueue | pure virtual |
| ExecuteAndWait() | ComputeQueue | inline |
| GetRefCount() const | RefTarget< ComputeQueue > | inline |
| mRefCount | RefTarget< ComputeQueue > | mutableprotected |
| NonCopyable()=default | NonCopyable | |
| NonCopyable(const NonCopyable &)=delete | NonCopyable | |
| RefTarget< ComputeQueue >::operator=(const RefTarget &) | RefTarget< ComputeQueue > | inline |
| NonCopyable::operator=(const NonCopyable &)=delete | NonCopyable | |
| RefTarget()=default | RefTarget< ComputeQueue > | inline |
| RefTarget(const RefTarget &) | RefTarget< ComputeQueue > | inline |
| Release() const | RefTarget< ComputeQueue > | inline |
| ScheduleReadback(ComputeBuffer *inDst, const ComputeBuffer *inSrc)=0 | ComputeQueue | pure virtual |
| SetBuffer(const char *inName, const ComputeBuffer *inBuffer)=0 | ComputeQueue | pure virtual |
| SetConstantBuffer(const char *inName, const ComputeBuffer *inBuffer)=0 | ComputeQueue | pure virtual |
| SetEmbedded() const | RefTarget< ComputeQueue > | inline |
| SetRWBuffer(const char *inName, ComputeBuffer *inBuffer, EBarrier inBarrier=EBarrier::Yes)=0 | ComputeQueue | pure virtual |
| SetShader(const ComputeShader *inShader)=0 | ComputeQueue | pure virtual |
| sInternalGetRefCountOffset() | RefTarget< ComputeQueue > | inlinestatic |
| Wait()=0 | ComputeQueue | pure virtual |
| ~ComputeQueue()=default | ComputeQueue | virtual |
| ~RefTarget() | RefTarget< ComputeQueue > | inline |