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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2025 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #ifdef JPH_USE_DX12
- #include <Jolt/Compute/ComputeQueue.h>
- #include <Jolt/Compute/DX12/ComputeShaderDX12.h>
- #include <Jolt/Core/UnorderedSet.h>
- JPH_NAMESPACE_BEGIN
- class ComputeBufferDX12;
- /// A command queue for DirectX for executing compute workloads on the GPU.
- class JPH_EXPORT ComputeQueueDX12 final : public ComputeQueue
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- /// Destructor
- virtual ~ComputeQueueDX12() override;
- /// Initialize the queue
- bool Initialize(ID3D12Device *inDevice, D3D12_COMMAND_LIST_TYPE inType, ComputeQueueResult &outResult);
- /// Start the command list (requires waiting until the previous one is finished)
- ID3D12GraphicsCommandList * Start();
- // See: ComputeQueue
- virtual void SetShader(const ComputeShader *inShader) override;
- virtual void SetConstantBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
- virtual void SetBuffer(const char *inName, const ComputeBuffer *inBuffer) override;
- virtual void SetRWBuffer(const char *inName, ComputeBuffer *inBuffer, EBarrier inBarrier = EBarrier::Yes) override;
- virtual void ScheduleReadback(ComputeBuffer *inDst, const ComputeBuffer *inSrc) override;
- virtual void Dispatch(uint inThreadGroupsX, uint inThreadGroupsY, uint inThreadGroupsZ) override;
- virtual void Execute() override;
- virtual void Wait() override;
- private:
- /// Copy the CPU buffer to the GPU buffer if needed
- void SyncCPUToGPU(const ComputeBufferDX12 *inBuffer);
- ComPtr<ID3D12CommandQueue> mCommandQueue; ///< The command queue that will hold command lists
- ComPtr<ID3D12CommandAllocator> mCommandAllocator; ///< Allocator that holds the memory for the commands
- ComPtr<ID3D12GraphicsCommandList> mCommandList; ///< The command list that will hold the render commands / state changes
- HANDLE mFenceEvent = INVALID_HANDLE_VALUE; ///< Fence event, used to wait for rendering to complete
- ComPtr<ID3D12Fence> mFence; ///< Fence object, used to signal the fence event
- UINT64 mFenceValue = 0; ///< Current fence value, each time we need to wait we will signal the fence with this value, wait for it and then increase the value
- RefConst<ComputeShaderDX12> mShader = nullptr; ///< Current active shader
- bool mIsStarted = false; ///< If the command list has been started (reset) and is ready to record commands
- bool mIsExecuting = false; ///< If a command list is currently executing on the queue
- UnorderedSet<RefConst<ComputeBuffer>> mUsedBuffers; ///< Buffers that are in use by the current execution, these will be retained until execution is finished so that we don't free buffers that are in use
- Array<ComPtr<ID3D12Resource>> mDelayedFreedBuffers; ///< Buffers freed during the execution
- };
- JPH_NAMESPACE_END
- #endif // JPH_USE_DX12
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