// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2026 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #ifdef JPH_USE_CPU_COMPUTE #include #include JPH_NAMESPACE_BEGIN /// Interface to run a workload on the CPU /// This is intended mainly for debugging purposes and is not optimized for performance class JPH_EXPORT ComputeSystemCPU : public ComputeSystem { public: JPH_DECLARE_RTTI_VIRTUAL(JPH_EXPORT, ComputeSystemCPU) // See: ComputeSystem virtual ComputeShaderResult CreateComputeShader(const char *inName, uint32 inGroupSizeX, uint32 inGroupSizeY, uint32 inGroupSizeZ) override; virtual ComputeBufferResult CreateComputeBuffer(ComputeBuffer::EType inType, uint64 inSize, uint inStride, const void *inData = nullptr) override; virtual ComputeQueueResult CreateComputeQueue() override; using CreateShader = ComputeShaderCPU::CreateShader; void RegisterShader(const char *inName, CreateShader inCreateShader) { mShaderRegistry[inName] = inCreateShader; } private: using ShaderRegistry = UnorderedMap; ShaderRegistry mShaderRegistry; }; // Internal helpers #define JPH_SHADER_WRAPPER_FUNCTION_NAME(name) RegisterShader##name #define JPH_SHADER_WRAPPER_FUNCTION(sys, name) void JPH_EXPORT JPH_SHADER_WRAPPER_FUNCTION_NAME(name)(ComputeSystemCPU *sys) /// Macro to declare a shader register function #define JPH_DECLARE_REGISTER_SHADER(name) namespace JPH { class ComputeSystemCPU; JPH_SHADER_WRAPPER_FUNCTION(, name); } /// Macro to register a shader #define JPH_REGISTER_SHADER(sys, name) JPH::JPH_SHADER_WRAPPER_FUNCTION_NAME(name)(sys) JPH_NAMESPACE_END #endif // JPH_USE_CPU_COMPUTE