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-rw-r--r--NvBlast/sdk/toolkit/source/NvBlastTkTaskImpl.cpp263
1 files changed, 263 insertions, 0 deletions
diff --git a/NvBlast/sdk/toolkit/source/NvBlastTkTaskImpl.cpp b/NvBlast/sdk/toolkit/source/NvBlastTkTaskImpl.cpp
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+++ b/NvBlast/sdk/toolkit/source/NvBlastTkTaskImpl.cpp
@@ -0,0 +1,263 @@
+/*
+* Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "NvBlastTime.h"
+
+#include "NvBlastTkTaskImpl.h"
+#include "NvBlastTkFamilyImpl.h"
+#include "NvBlastTkAssetImpl.h"
+#include "NvBlastTkGroupImpl.h"
+
+
+using namespace Nv::Blast;
+
+
+void SharedMemory::allocate(TkFamilyImpl& tkFamily)
+{
+ NVBLAST_ASSERT(m_refCount == 0);
+ const NvBlastAsset* assetLL = tkFamily.getAsset()->getAssetLL();
+
+ // at most leafChunkCount actors can be created within a family
+ // tasks will grab their portion out of these memory blocks
+ uint32_t leafChunkCount = NvBlastAssetGetLeafChunkCount(assetLL, TkFrameworkImpl::get()->log);
+ m_newActorBuffers.allocate(2 * leafChunkCount); // GWD-167 workaround (2*)
+ m_newTkActorBuffers.allocate(leafChunkCount);
+}
+
+
+/**
+Creates a TkEvent::FractureCommand according to the input buffer for tkActor
+into events queue using the LocalBuffers to store the actual event data.
+*/
+NV_FORCE_INLINE void reportFractureCommands(
+ const NvBlastFractureBuffers& buffer,
+ LocalBuffer<NvBlastBondFractureData>& bondBuffer, LocalBuffer<NvBlastChunkFractureData>& chunkBuffer,
+ TkEventQueue& events, const TkActorImpl* tkActor)
+{
+
+ NvBlastBondFractureData* bdata = nullptr;
+ if (buffer.bondFractureCount > 0)
+ {
+ bdata = bondBuffer.allocate(buffer.bondFractureCount);
+ memcpy(bdata, buffer.bondFractures, sizeof(NvBlastBondFractureData)*buffer.bondFractureCount);
+ }
+
+ NvBlastChunkFractureData* cdata = nullptr;
+ if (buffer.chunkFractureCount > 0)
+ {
+ cdata = chunkBuffer.allocate(buffer.chunkFractureCount);
+ memcpy(cdata, buffer.chunkFractures, sizeof(NvBlastChunkFractureData)*buffer.chunkFractureCount);
+ }
+
+ TkFractureCommands* fevt = events.allocData<TkFractureCommands>();
+ fevt->tkActorData = *tkActor;
+ fevt->buffers = { buffer.bondFractureCount, buffer.chunkFractureCount, bdata, cdata };
+ events.addEvent(fevt);
+}
+
+
+/**
+Creates a TkEvent::FractureEvent according to the input buffer for tkActor
+into events queue using the LocalBuffers to store the actual event data.
+*/
+NV_FORCE_INLINE void reportFractureEvents(
+ const NvBlastFractureBuffers& buffer,
+ LocalBuffer<NvBlastBondFractureData>& bondBuffer, LocalBuffer<NvBlastChunkFractureData>& chunkBuffer,
+ TkEventQueue& events, const TkActorImpl* tkActor)
+{
+ uint32_t result[4] = { 0,0,0,0 };
+
+ NvBlastBondFractureData* bdata = nullptr;
+ if (buffer.bondFractureCount > 0)
+ {
+ bdata = bondBuffer.allocate(buffer.bondFractureCount);
+ for (uint32_t b = 0; b < buffer.bondFractureCount; ++b)
+ {
+ bdata[b] = buffer.bondFractures[b];
+ result[buffer.bondFractures[b].health > 0 ? 0 : 1]++;
+ }
+ }
+
+ NvBlastChunkFractureData* cdata = nullptr;
+ if (buffer.chunkFractureCount > 0)
+ {
+ cdata = chunkBuffer.allocate(buffer.chunkFractureCount);
+ for (uint32_t c = 0; c < buffer.chunkFractureCount; ++c)
+ {
+ cdata[c] = buffer.chunkFractures[c];
+ result[buffer.chunkFractures[c].health > 0 ? 2 : 3]++;
+ }
+ }
+
+ TkFractureEvents* fevt = events.allocData<TkFractureEvents>();
+ fevt->tkActorData = *tkActor;
+ fevt->buffers = { buffer.bondFractureCount, buffer.chunkFractureCount, bdata, cdata };
+ fevt->bondsDamaged = result[0];
+ fevt->bondsBroken = result[1];
+ fevt->chunksDamaged = result[2];
+ fevt->chunksBroken = result[3];
+ events.addEvent(fevt);
+}
+
+
+void TkWorker::run()
+{
+ PERF_SCOPE_L("TkWorker Task");
+
+ NvBlastTimers* timers = nullptr;
+
+#if NV_PROFILE
+ NvBlastTimers myTimers;
+ timers = &myTimers;
+ NvBlastTimersReset(timers);
+ uint32_t jobCount = 0;
+ Time workTime;
+#endif
+
+ // temporary memory used to generate and apply fractures
+ // it must fit for the largest family involved in the group that owns this worker
+ NvBlastBondFractureData* bondFractureData = m_group->m_bondTempDataBlock.getBlock(m_id);
+ uint32_t bondFractureCount = m_group->m_bondTempDataBlock.numElementsPerBlock();
+ NvBlastChunkFractureData* chunkFractureData = m_group->m_chunkTempDataBlock.getBlock(m_id);
+ uint32_t chunkFractureCount = m_group->m_chunkTempDataBlock.numElementsPerBlock();
+ const NvBlastFractureBuffers tempBuffer = { bondFractureCount, chunkFractureCount, bondFractureData, chunkFractureData };
+
+ // temporary memory used to split the actor
+ // large enough for the largest family involved
+ void* splitScratch = m_group->m_splitScratchBlock.getBlock(m_id);
+
+ // to avoid unnecessary allocations, preallocated memory exists to fit all chunks and bonds taking damage once
+ // where multiple damage occurs, more memory will be allocated on demand (this may thwart other threads doing the same)
+ m_bondBuffer.initialize(m_group->m_bondEventDataBlock.getBlock(m_id), m_group->m_bondEventDataBlock.numElementsPerBlock());
+ m_chunkBuffer.initialize(m_group->m_chunkEventDataBlock.getBlock(m_id), m_group->m_chunkEventDataBlock.numElementsPerBlock());
+
+ TkAtomicJobQueue& q = m_group->m_jobQueue;
+ TkWorkerJob* j;
+
+ while ((j = q.next()) != nullptr)
+ {
+ PERF_SCOPE_M("TkActor");
+
+ TkActorImpl* tkActor = j->m_tkActor;
+ const uint32_t tkActorIndex = tkActor->getIndex();
+ NvBlastActor* actorLL = tkActor->getActorLLInternal();
+ TkFamilyImpl& family = tkActor->getFamilyImpl();
+ SharedMemory* mem = m_group->getSharedMemory(&family);
+ TkEventQueue& events = mem->m_events;
+
+ NVBLAST_ASSERT(tkActor->getGroupImpl() == m_group);
+
+#if NV_PROFILE
+ *timers += tkActor->m_timers;
+ NvBlastTimersReset(&tkActor->m_timers);
+ jobCount++;
+#endif
+
+ // generate and apply fracture for all damage requested on this actor
+ // and queue events accordingly
+ for (const auto& damage : tkActor->m_damageBuffer)
+ {
+ NvBlastFractureBuffers commandBuffer = tempBuffer;
+
+ PERF_ZONE_BEGIN("Material");
+ damage.generateFracture(&commandBuffer, actorLL, timers);
+ PERF_ZONE_END("Material");
+
+ if (commandBuffer.chunkFractureCount > 0 || commandBuffer.bondFractureCount > 0)
+ {
+ PERF_SCOPE_M("Fill Command Events");
+ reportFractureCommands(commandBuffer, m_bondBuffer, m_chunkBuffer, events, tkActor);
+ }
+
+ NvBlastFractureBuffers eventBuffer = tempBuffer;
+
+ PERF_ZONE_BEGIN("Fracture");
+ NvBlastActorApplyFracture(&eventBuffer, actorLL, &commandBuffer, TkFrameworkImpl::get()->log, timers);
+ PERF_ZONE_END("Fracture");
+
+ if (eventBuffer.chunkFractureCount > 0 || eventBuffer.bondFractureCount > 0)
+ {
+ PERF_SCOPE_M("Fill Fracture Events");
+ tkActor->m_flags |= (TkActorFlag::DAMAGED);
+ reportFractureEvents(eventBuffer, m_bondBuffer, m_chunkBuffer, events, tkActor);
+ }
+ }
+
+
+ // split the actor, which could have been damaged directly though the TkActor's fracture functions
+ // i.e. it did not have damage queued for the above loop
+
+ NvBlastActorSplitEvent splitEvent = { nullptr, nullptr };
+ if (tkActor->isDamaged())
+ {
+ PERF_ZONE_BEGIN("Split Memory");
+ uint32_t maxActorCount = NvBlastActorGetMaxActorCountForSplit(actorLL, TkFrameworkImpl::get()->log);
+ splitEvent.newActors = mem->reserveNewActors(maxActorCount);
+ PERF_ZONE_END("Split Memory");
+ PERF_ZONE_BEGIN("Split");
+ j->m_newActorsCount = NvBlastActorSplit(&splitEvent, actorLL, maxActorCount, splitScratch, TkFrameworkImpl::get()->log, timers);
+ PERF_ZONE_END("Split");
+
+ tkActor->m_flags.clear(TkActorFlag::DAMAGED);
+ }
+ else
+ {
+ j->m_newActorsCount = 0;
+ }
+
+
+ // update the TkActor according to the LL split results and queue events accordingly
+ if (j->m_newActorsCount > 0)
+ {
+ NVBLAST_ASSERT(splitEvent.deletedActor == tkActor->getActorLL());
+
+ PERF_ZONE_BEGIN("memory new actors");
+
+ auto tkSplitEvent = events.allocData<TkSplitEvent>();
+
+ tkSplitEvent->children = mem->reserveNewTkActors(j->m_newActorsCount);
+ tkSplitEvent->numChildren = j->m_newActorsCount;
+
+ tkSplitEvent->parentData.family = &family;
+ tkSplitEvent->parentData.userData = tkActor->userData;
+ tkSplitEvent->parentData.index = tkActorIndex;
+ family.removeActor(tkActor);
+
+ PERF_ZONE_END("memory new actors");
+
+
+ PERF_ZONE_BEGIN("create new actors");
+ for (uint32_t i = 0; i < j->m_newActorsCount; ++i)
+ {
+ TkActorImpl* newActor = family.addActor(splitEvent.newActors[i]);
+ tkSplitEvent->children[i] = newActor;
+ }
+ j->m_newActors = reinterpret_cast<TkActorImpl**>(tkSplitEvent->children);
+ PERF_ZONE_END("create new actors");
+
+ PERF_ZONE_BEGIN("split event");
+ events.addEvent(tkSplitEvent);
+ PERF_ZONE_END("split event");
+ }
+ }
+
+#if NV_PROFILE
+ PERF_ZONE_BEGIN("write timers");
+ m_stats.timers = *timers;
+ m_stats.processedActorsCount = jobCount;
+ m_stats.workerTime = workTime.getElapsedTicks();
+ PERF_ZONE_END("write timers");
+#endif
+}
+
+void TkWorker::release()
+{
+ m_group->m_sync.notify();
+}