Jolt Physics
A multi core friendly Game Physics Engine
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ComputeQueue Member List

This is the complete list of members for ComputeQueue, including all inherited members.

AddRef() constRefTarget< ComputeQueue >inline
cEmbeddedRefTarget< ComputeQueue >protectedstatic
Dispatch(uint inThreadGroupsX, uint inThreadGroupsY=1, uint inThreadGroupsZ=1)=0ComputeQueuepure virtual
EBarrier enum nameComputeQueue
Execute()=0ComputeQueuepure virtual
ExecuteAndWait()ComputeQueueinline
GetRefCount() constRefTarget< ComputeQueue >inline
mRefCountRefTarget< ComputeQueue >mutableprotected
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
RefTarget< ComputeQueue >::operator=(const RefTarget &)RefTarget< ComputeQueue >inline
NonCopyable::operator=(const NonCopyable &)=deleteNonCopyable
RefTarget()=defaultRefTarget< ComputeQueue >inline
RefTarget(const RefTarget &)RefTarget< ComputeQueue >inline
Release() constRefTarget< ComputeQueue >inline
ScheduleReadback(ComputeBuffer *inDst, const ComputeBuffer *inSrc)=0ComputeQueuepure virtual
SetBuffer(const char *inName, const ComputeBuffer *inBuffer)=0ComputeQueuepure virtual
SetConstantBuffer(const char *inName, const ComputeBuffer *inBuffer)=0ComputeQueuepure virtual
SetEmbedded() constRefTarget< ComputeQueue >inline
SetRWBuffer(const char *inName, ComputeBuffer *inBuffer, EBarrier inBarrier=EBarrier::Yes)=0ComputeQueuepure virtual
SetShader(const ComputeShader *inShader)=0ComputeQueuepure virtual
sInternalGetRefCountOffset()RefTarget< ComputeQueue >inlinestatic
Wait()=0ComputeQueuepure virtual
~ComputeQueue()=defaultComputeQueuevirtual
~RefTarget()RefTarget< ComputeQueue >inline