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// 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.
#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 uint32_t startProcess() override;
virtual bool endProcess() override;
virtual void getStats(TkGroupStats& stats) const override;
virtual void setWorkerCount(uint32_t workerCount) override;
virtual uint32_t getWorkerCount() const override;
virtual TkGroupWorker* acquireWorker() override;
virtual void returnWorker(TkGroupWorker*) 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 startProcess() and endProcess() 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);
uint32_t m_actorCount; //!< number of actors in this group
HashMap<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
Array<TkWorker>::type m_workers; //!< this group's workers
Array<TkWorkerJob>::type m_jobs; //!< this group's process jobs
//#if NV_PROFILE
TkGroupStats m_stats; //!< accumulated group's worker stats
//#endif
std::mutex m_workerMtx;
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
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