Jolt Physics
A multi core friendly Game Physics Engine
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A job barrier keeps track of a number of jobs and allows waiting until they are all completed. More...
#include <JobSystem.h>
Public Member Functions | |
virtual JPH_OVERRIDE_NEW_DELETE void | AddJob (const JobHandle &inJob)=0 |
virtual void | AddJobs (const JobHandle *inHandles, uint inNumHandles)=0 |
Public Member Functions inherited from NonCopyable | |
NonCopyable ()=default | |
NonCopyable (const NonCopyable &)=delete | |
void | operator= (const NonCopyable &)=delete |
Protected Member Functions | |
virtual | ~Barrier ()=default |
Destructor, you should call JobSystem::DestroyBarrier instead of destructing this object directly. | |
virtual void | OnJobFinished (Job *inJob)=0 |
Called by a Job to mark that it is finished. | |
Friends | |
class | Job |
Job needs to be able to call OnJobFinished. | |
A job barrier keeps track of a number of jobs and allows waiting until they are all completed.
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protectedvirtualdefault |
Destructor, you should call JobSystem::DestroyBarrier instead of destructing this object directly.
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pure virtual |
Add a job to this barrier Note that jobs can keep being added to the barrier while waiting for the barrier
Implemented in JobSystemSingleThreaded::BarrierImpl.
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pure virtual |
Add multiple jobs to this barrier Note that jobs can keep being added to the barrier while waiting for the barrier
Implemented in JobSystemSingleThreaded::BarrierImpl.
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protectedpure virtual |
Called by a Job to mark that it is finished.
Implemented in JobSystemSingleThreaded::BarrierImpl.