2 Bullet Continuous Collision Detection and Physics Library
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3 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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5 This software is provided 'as-is', without any express or implied warranty.
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6 In no event will the authors be held liable for any damages arising from the use of this software.
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7 Permission is granted to anyone to use this software for any purpose,
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8 including commercial applications, and to alter it and redistribute it freely,
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9 subject to the following restrictions:
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11 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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13 3. This notice may not be removed or altered from any source distribution.
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15 #ifndef BT_SOFT_BODY_SOLVER_BUFFER_DX11_H
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16 #define BT_SOFT_BODY_SOLVER_BUFFER_DX11_H
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19 #include <windows.h>
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23 #include <d3dcompiler.h>
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25 #ifndef SAFE_RELEASE
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26 #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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30 * DX11 Buffer that tracks a host buffer on use to ensure size-correctness.
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32 template <typename ElementType> class btDX11Buffer
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35 ID3D11Device* m_d3dDevice;
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36 ID3D11DeviceContext* m_d3dDeviceContext;
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38 ID3D11Buffer* m_Buffer;
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39 ID3D11ShaderResourceView* m_SRV;
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40 ID3D11UnorderedAccessView* m_UAV;
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41 btAlignedObjectArray< ElementType >* m_CPUBuffer;
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43 // TODO: Separate this from the main class
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44 // as read back buffers can be shared between buffers
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45 ID3D11Buffer* m_readBackBuffer;
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50 bool m_readOnlyOnGPU;
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52 bool createBuffer( ID3D11Buffer *preexistingBuffer = 0)
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56 // Create all CS buffers
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57 if( preexistingBuffer )
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59 m_Buffer = preexistingBuffer;
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61 D3D11_BUFFER_DESC buffer_desc;
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62 ZeroMemory(&buffer_desc, sizeof(buffer_desc));
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63 buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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64 if( m_readOnlyOnGPU )
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65 buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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67 buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
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68 buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
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70 buffer_desc.ByteWidth = m_CPUBuffer->size() * sizeof(ElementType);
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71 // At a minimum the buffer must exist
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72 if( buffer_desc.ByteWidth == 0 )
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73 buffer_desc.ByteWidth = sizeof(ElementType);
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74 buffer_desc.StructureByteStride = sizeof(ElementType);
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75 hr = m_d3dDevice->CreateBuffer(&buffer_desc, NULL, &m_Buffer);
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80 if( m_readOnlyOnGPU )
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82 D3D11_SHADER_RESOURCE_VIEW_DESC srvbuffer_desc;
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83 ZeroMemory(&srvbuffer_desc, sizeof(srvbuffer_desc));
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84 srvbuffer_desc.Format = DXGI_FORMAT_UNKNOWN;
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85 srvbuffer_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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87 srvbuffer_desc.Buffer.ElementWidth = m_CPUBuffer->size();
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88 if( srvbuffer_desc.Buffer.ElementWidth == 0 )
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89 srvbuffer_desc.Buffer.ElementWidth = 1;
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90 hr = m_d3dDevice->CreateShaderResourceView(m_Buffer, &srvbuffer_desc, &m_SRV);
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95 D3D11_SHADER_RESOURCE_VIEW_DESC srvbuffer_desc;
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96 ZeroMemory(&srvbuffer_desc, sizeof(srvbuffer_desc));
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97 srvbuffer_desc.Format = DXGI_FORMAT_UNKNOWN;
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98 srvbuffer_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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100 srvbuffer_desc.Buffer.ElementWidth = m_CPUBuffer->size();
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101 if( srvbuffer_desc.Buffer.ElementWidth == 0 )
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102 srvbuffer_desc.Buffer.ElementWidth = 1;
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103 hr = m_d3dDevice->CreateShaderResourceView(m_Buffer, &srvbuffer_desc, &m_SRV);
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108 D3D11_UNORDERED_ACCESS_VIEW_DESC uavbuffer_desc;
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109 ZeroMemory(&uavbuffer_desc, sizeof(uavbuffer_desc));
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110 uavbuffer_desc.Format = DXGI_FORMAT_UNKNOWN;
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111 uavbuffer_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
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113 uavbuffer_desc.Buffer.NumElements = m_CPUBuffer->size();
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114 if( uavbuffer_desc.Buffer.NumElements == 0 )
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115 uavbuffer_desc.Buffer.NumElements = 1;
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116 hr = m_d3dDevice->CreateUnorderedAccessView(m_Buffer, &uavbuffer_desc, &m_UAV);
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120 // Create read back buffer
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121 D3D11_BUFFER_DESC readback_buffer_desc;
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122 ZeroMemory(&readback_buffer_desc, sizeof(readback_buffer_desc));
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124 readback_buffer_desc.ByteWidth = m_CPUBuffer->size() * sizeof(ElementType);
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125 readback_buffer_desc.Usage = D3D11_USAGE_STAGING;
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126 readback_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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127 readback_buffer_desc.StructureByteStride = sizeof(ElementType);
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128 hr = m_d3dDevice->CreateBuffer(&readback_buffer_desc, NULL, &m_readBackBuffer);
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133 m_gpuSize = m_CPUBuffer->size();
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140 btDX11Buffer( ID3D11Device *d3dDevice, ID3D11DeviceContext *d3dDeviceContext, btAlignedObjectArray< ElementType > *CPUBuffer, bool readOnly )
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142 m_d3dDevice = d3dDevice;
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143 m_d3dDeviceContext = d3dDeviceContext;
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147 m_readBackBuffer = 0;
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149 m_CPUBuffer = CPUBuffer;
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154 m_readOnlyOnGPU = readOnly;
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157 virtual ~btDX11Buffer()
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159 SAFE_RELEASE(m_Buffer);
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160 SAFE_RELEASE(m_SRV);
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161 SAFE_RELEASE(m_UAV);
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162 SAFE_RELEASE(m_readBackBuffer);
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165 ID3D11ShaderResourceView* &getSRV()
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170 ID3D11UnorderedAccessView* &getUAV()
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175 ID3D11Buffer* &getBuffer()
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181 * Move the data to the GPU if it is not there already.
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185 // Reallocate if GPU size is too small
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186 if( (m_CPUBuffer->size() > m_gpuSize ) )
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188 if( !m_onGPU && m_CPUBuffer->size() > 0 )
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190 // If the buffer doesn't exist or the CPU-side buffer has changed size, create
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191 // We should really delete the old one, too, but let's leave that for later
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192 if( !m_Buffer || (m_CPUBuffer->size() != m_gpuSize) )
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194 SAFE_RELEASE(m_Buffer);
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195 SAFE_RELEASE(m_SRV);
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196 SAFE_RELEASE(m_UAV);
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197 SAFE_RELEASE(m_readBackBuffer);
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198 if( !createBuffer() )
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200 btAssert("Buffer creation failed.");
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205 if( m_gpuSize > 0 )
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207 D3D11_BOX destRegion;
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208 destRegion.left = 0;
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209 destRegion.front = 0;
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210 destRegion.top = 0;
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211 destRegion.bottom = 1;
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212 destRegion.back = 1;
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213 destRegion.right = (m_CPUBuffer->size())*sizeof(ElementType);
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214 m_d3dDeviceContext->UpdateSubresource(m_Buffer, 0, &destRegion, &((*m_CPUBuffer)[0]), 0, 0);
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225 * Move the data back from the GPU if it is on there and isn't read only.
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229 if( m_CPUBuffer->size() > 0 )
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231 if( m_onGPU && !m_readOnlyOnGPU )
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234 D3D11_MAPPED_SUBRESOURCE MappedResource = {0};
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235 //m_pd3dImmediateContext->CopyResource(m_phAngVelReadBackBuffer, m_phAngVel);
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237 D3D11_BOX destRegion;
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238 destRegion.left = 0;
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239 destRegion.front = 0;
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240 destRegion.top = 0;
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241 destRegion.bottom = 1;
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242 destRegion.back = 1;
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244 destRegion.right = (m_CPUBuffer->size())*sizeof(ElementType);
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245 m_d3dDeviceContext->CopySubresourceRegion(
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256 m_d3dDeviceContext->Map(m_readBackBuffer, 0, D3D11_MAP_READ, 0, &MappedResource);
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257 //memcpy(m_hAngVel, MappedResource.pData, (m_maxObjs * sizeof(float) ));
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258 memcpy(&((*m_CPUBuffer)[0]), MappedResource.pData, ((m_CPUBuffer->size()) * sizeof(ElementType) ));
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259 m_d3dDeviceContext->Unmap(m_readBackBuffer, 0);
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270 * Copy the data back from the GPU without changing its state to be CPU-side.
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271 * Useful if we just want to view it on the host for visualization.
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275 if( m_CPUBuffer->size() > 0 )
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277 if( m_onGPU && !m_readOnlyOnGPU )
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280 D3D11_MAPPED_SUBRESOURCE MappedResource = {0};
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282 D3D11_BOX destRegion;
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283 destRegion.left = 0;
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284 destRegion.front = 0;
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285 destRegion.top = 0;
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286 destRegion.bottom = 1;
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287 destRegion.back = 1;
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289 destRegion.right = (m_CPUBuffer->size())*sizeof(ElementType);
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290 m_d3dDeviceContext->CopySubresourceRegion(
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301 m_d3dDeviceContext->Map(m_readBackBuffer, 0, D3D11_MAP_READ, 0, &MappedResource);
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302 //memcpy(m_hAngVel, MappedResource.pData, (m_maxObjs * sizeof(float) ));
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303 memcpy(&((*m_CPUBuffer)[0]), MappedResource.pData, ((m_CPUBuffer->size()) * sizeof(ElementType) ));
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304 m_d3dDeviceContext->Unmap(m_readBackBuffer, 0);
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312 * Call if data has changed on the CPU.
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313 * Can then trigger a move to the GPU as necessary.
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315 virtual void changedOnCPU()
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319 }; // class btDX11Buffer
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323 #endif // #ifndef BT_SOFT_BODY_SOLVER_BUFFER_DX11_H