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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& bondBuffer, LocalBuffer& 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(); 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& bondBuffer, LocalBuffer& 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(); 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->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(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); }