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/*
* 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.
*/

#ifndef NVBLASTTKGROUPIMPL_H
#define NVBLASTTKGROUPIMPL_H


#include "NvBlastTkTaskImpl.h"
#include "NvBlastTkGroup.h"
#include "NvBlastTkTypeImpl.h"


namespace Nv
{
namespace Blast
{

class TkActorImpl;
class TkFamilyImpl;

NVBLASTTK_IMPL_DECLARE(Group)
{
	~TkGroupImpl();

public:
	TkGroupImpl();

	NVBLASTTK_IMPL_DEFINE_IDENTIFIABLE('G', 'R', 'P', '\0');

	static TkGroupImpl*	create(const TkGroupDesc& desc);

	// Begin TkGroup
	virtual bool		addActor(TkActor& actor) override;

	virtual uint32_t	getActorCount() const override;

	virtual uint32_t	getActors(TkActor** buffer, uint32_t bufferSize, uint32_t indexStart = 0) const override;

	virtual bool		process() override;

	virtual bool		sync(bool block = true) override;

	virtual void		getStats(TkGroupStats& stats) const override;
	// End TkGroup

	// TkGroupImpl API

	/**
	Remove the actor from this group if the actor actually belongs to it and the group is not processing.

	\param[in]	actor	The TkActor to remove.

	\return				true if removing succeeded, false otherwise
	*/
	bool				removeActor(TkActor& actor);

	/**
	Add the actor to this group's job queue. 
	It is the caller's responsibility to add an actor only once. This condition is checked in debug builds.
	*/
	void				enqueue(TkActorImpl* tkActor);

	/**
	Atomically check if this group is processing actors. @see setProcessing()

	\return				true between process() and sync() calls, false otherwise
	*/
	bool				isProcessing() const;

private:
	/**
	Atomically set the processing state. This function checks for the current state
	before changing it. @see isProcessing()

	\param[in]	value	the value of the new state

	\return				true if the new state could be set, false otherwise
	*/
	bool				setProcessing(bool value);

	/** 
	Get the group-family shared memory for the specified family. To be used when the memory is expected to already exist.
	*/
	SharedMemory*		getSharedMemory(TkFamilyImpl* family);
	void				releaseSharedMemory(TkFamilyImpl* fam, SharedMemory* mem);

	// functions to add/remove actors _without_ group-family memory management
	void				addActorInternal(TkActorImpl& tkActor);
	void				addActorsInternal(TkActorImpl** actors, uint32_t numActors);
	void				removeActorInternal(TkActorImpl& tkActor);


	physx::PxTaskManager*							m_pxTaskManager;		//!< the task manager used to dispatch workers
	uint32_t										m_initialNumThreads;	//!< tracks the number of worker threads

	uint32_t										m_actorCount;			//!< number of actors in this group

	TkHashMap<TkFamilyImpl*, SharedMemory*>::type	m_sharedMemory;			//!< memory sharable by actors in the same family in this group

	// it is assumed no more than the asset's number of bond and chunks fracture commands are produced
	SharedBlock<NvBlastChunkFractureData>			m_chunkTempDataBlock;	//!< chunk data for damage/fracture
	SharedBlock<NvBlastBondFractureData>			m_bondTempDataBlock;	//!< bond data for damage/fracture
	SharedBlock<NvBlastChunkFractureData>			m_chunkEventDataBlock;	//!< initial memory block for event data
	SharedBlock<NvBlastBondFractureData>			m_bondEventDataBlock;	//!< initial memory block for event data
	SharedBlock<char>								m_splitScratchBlock;	//!< split scratch memory 

	std::atomic<bool>								m_isProcessing;			//!< true while workers are processing
	TaskSync										m_sync;					//!< keeps track of finished workers

	TkArray<TkWorker>::type							m_workers;				//!< this group's workers
	TkAtomicJobQueue								m_jobQueue;				//!< shared job queue for workers

	TkArray<TkWorkerJob>::type						m_jobs;					//!< this group's process jobs

//#if NV_PROFILE
	TkGroupStats									m_stats;				//!< accumulated group's worker stats
//#endif

	friend class TkWorker;
};


NV_INLINE bool TkGroupImpl::isProcessing() const
{
	return m_isProcessing.load();
}


NV_INLINE void TkGroupImpl::getStats(TkGroupStats& stats) const
{
#if NV_PROFILE
	memcpy(&stats, &m_stats, sizeof(TkGroupStats));
#else
	NV_UNUSED(stats);
#endif
}


NV_INLINE uint32_t TkGroupImpl::getActorCount() const
{
	return m_actorCount;
}


NV_INLINE SharedMemory* TkGroupImpl::getSharedMemory(TkFamilyImpl* family)
{
	SharedMemory* mem = m_sharedMemory[family];
	NVBLAST_ASSERT(mem != nullptr);
	return mem;
}


NV_FORCE_INLINE void operator +=(NvBlastTimers& lhs, const NvBlastTimers& rhs)
{
	lhs.material += rhs.material;
	lhs.fracture += rhs.fracture;
	lhs.island += rhs.fracture;
	lhs.partition += rhs.partition;
	lhs.visibility += rhs.visibility;
}


} // namespace Blast
} // namespace Nv


#endif // ifndef NVBLASTTKGROUPIMPL_H