diff options
Diffstat (limited to 'sdk/toolkit/source/NvBlastTkTaskImpl.cpp')
| -rwxr-xr-x[-rw-r--r--] | sdk/toolkit/source/NvBlastTkTaskImpl.cpp | 542 |
1 files changed, 271 insertions, 271 deletions
diff --git a/sdk/toolkit/source/NvBlastTkTaskImpl.cpp b/sdk/toolkit/source/NvBlastTkTaskImpl.cpp index 07bde19..63e6c2a 100644..100755 --- a/sdk/toolkit/source/NvBlastTkTaskImpl.cpp +++ b/sdk/toolkit/source/NvBlastTkTaskImpl.cpp @@ -1,271 +1,271 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and 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. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved. - - -#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, logLL); - 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::initialize() -{ - // 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(); - m_tempBuffer = { bondFractureCount, chunkFractureCount, bondFractureData, chunkFractureData }; - - // temporary memory used to split the actor - // large enough for the largest family involved - m_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()); - -#if NV_PROFILE - NvBlastTimersReset(&m_stats.timers); - m_stats.processedActorsCount = 0; -#endif -} - -void TkWorker::process(TkWorkerJob& j) -{ - NvBlastTimers* timers = nullptr; - - BLAST_PROFILE_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); - NVBLAST_ASSERT(tkActor->m_flags.isSet(TkActorFlag::PENDING)); - -#if NV_PROFILE - timers = &m_stats.timers; - *timers += tkActor->m_timers; - NvBlastTimersReset(&tkActor->m_timers); - m_stats.processedActorsCount++; -#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 = m_tempBuffer; - - BLAST_PROFILE_ZONE_BEGIN("Material"); - NvBlastActorGenerateFracture(&commandBuffer, actorLL, damage.program, damage.programParams, logLL, timers); - BLAST_PROFILE_ZONE_END("Material"); - - if (commandBuffer.chunkFractureCount > 0 || commandBuffer.bondFractureCount > 0) - { - BLAST_PROFILE_SCOPE_M("Fill Command Events"); - reportFractureCommands(commandBuffer, m_bondBuffer, m_chunkBuffer, events, tkActor); - } - - NvBlastFractureBuffers eventBuffer = m_tempBuffer; - - BLAST_PROFILE_ZONE_BEGIN("Fracture"); - NvBlastActorApplyFracture(&eventBuffer, actorLL, &commandBuffer, logLL, timers); - BLAST_PROFILE_ZONE_END("Fracture"); - - if (eventBuffer.chunkFractureCount > 0 || eventBuffer.bondFractureCount > 0) - { - BLAST_PROFILE_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()) - { - BLAST_PROFILE_ZONE_BEGIN("Split Memory"); - uint32_t maxActorCount = NvBlastActorGetMaxActorCountForSplit(actorLL, logLL); - splitEvent.newActors = mem->reserveNewActors(maxActorCount); - BLAST_PROFILE_ZONE_END("Split Memory"); - BLAST_PROFILE_ZONE_BEGIN("Split"); - j.m_newActorsCount = NvBlastActorSplit(&splitEvent, actorLL, maxActorCount, m_splitScratch, logLL, timers); - BLAST_PROFILE_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()); - - BLAST_PROFILE_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); - - BLAST_PROFILE_ZONE_END("memory new actors"); - - - BLAST_PROFILE_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); - BLAST_PROFILE_ZONE_END("create new actors"); - - BLAST_PROFILE_ZONE_BEGIN("split event"); - events.addEvent(tkSplitEvent); - BLAST_PROFILE_ZONE_END("split event"); - } - - j.m_tkActor->m_flags.clear(TkActorFlag::PENDING); -} - - -void TkWorker::process(uint32_t jobID) -{ - TkWorkerJob& j = m_group->m_jobs[jobID]; - process(j); -} +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved.
+
+
+#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, logLL);
+ 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::initialize()
+{
+ // 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();
+ m_tempBuffer = { bondFractureCount, chunkFractureCount, bondFractureData, chunkFractureData };
+
+ // temporary memory used to split the actor
+ // large enough for the largest family involved
+ m_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());
+
+#if NV_PROFILE
+ NvBlastTimersReset(&m_stats.timers);
+ m_stats.processedActorsCount = 0;
+#endif
+}
+
+void TkWorker::process(TkWorkerJob& j)
+{
+ NvBlastTimers* timers = nullptr;
+
+ BLAST_PROFILE_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);
+ NVBLAST_ASSERT(tkActor->m_flags.isSet(TkActorFlag::PENDING));
+
+#if NV_PROFILE
+ timers = &m_stats.timers;
+ *timers += tkActor->m_timers;
+ NvBlastTimersReset(&tkActor->m_timers);
+ m_stats.processedActorsCount++;
+#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 = m_tempBuffer;
+
+ BLAST_PROFILE_ZONE_BEGIN("Material");
+ NvBlastActorGenerateFracture(&commandBuffer, actorLL, damage.program, damage.programParams, logLL, timers);
+ BLAST_PROFILE_ZONE_END("Material");
+
+ if (commandBuffer.chunkFractureCount > 0 || commandBuffer.bondFractureCount > 0)
+ {
+ BLAST_PROFILE_SCOPE_M("Fill Command Events");
+ reportFractureCommands(commandBuffer, m_bondBuffer, m_chunkBuffer, events, tkActor);
+ }
+
+ NvBlastFractureBuffers eventBuffer = m_tempBuffer;
+
+ BLAST_PROFILE_ZONE_BEGIN("Fracture");
+ NvBlastActorApplyFracture(&eventBuffer, actorLL, &commandBuffer, logLL, timers);
+ BLAST_PROFILE_ZONE_END("Fracture");
+
+ if (eventBuffer.chunkFractureCount > 0 || eventBuffer.bondFractureCount > 0)
+ {
+ BLAST_PROFILE_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())
+ {
+ BLAST_PROFILE_ZONE_BEGIN("Split Memory");
+ uint32_t maxActorCount = NvBlastActorGetMaxActorCountForSplit(actorLL, logLL);
+ splitEvent.newActors = mem->reserveNewActors(maxActorCount);
+ BLAST_PROFILE_ZONE_END("Split Memory");
+ BLAST_PROFILE_ZONE_BEGIN("Split");
+ j.m_newActorsCount = NvBlastActorSplit(&splitEvent, actorLL, maxActorCount, m_splitScratch, logLL, timers);
+ BLAST_PROFILE_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());
+
+ BLAST_PROFILE_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);
+
+ BLAST_PROFILE_ZONE_END("memory new actors");
+
+
+ BLAST_PROFILE_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);
+ BLAST_PROFILE_ZONE_END("create new actors");
+
+ BLAST_PROFILE_ZONE_BEGIN("split event");
+ events.addEvent(tkSplitEvent);
+ BLAST_PROFILE_ZONE_END("split event");
+ }
+
+ j.m_tkActor->m_flags.clear(TkActorFlag::PENDING);
+}
+
+
+void TkWorker::process(uint32_t jobID)
+{
+ TkWorkerJob& j = m_group->m_jobs[jobID];
+ process(j);
+}
|