// 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) 2008-2020 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef NV_CLOTH_ENABLE_CUDA #define NV_CLOTH_ENABLE_CUDA 1 #endif #include "SwFactory.h" using namespace physx; namespace nv { namespace cloth { uint32_t getNextFabricId() { static uint32_t sNextFabricId = 0; return sNextFabricId++; } } } nv::cloth::Factory* NvClothCreateFactoryCPU() { return NV_CLOTH_NEW(nv::cloth::SwFactory)(); } #if NV_CLOTH_ENABLE_CUDA #include "cuda/CuFactory.h" nv::cloth::Factory* NvClothCreateFactoryCUDA(CUcontext context) { return NV_CLOTH_NEW(nv::cloth::CuFactory)(context); } #else nv::cloth::Factory* NvClothCreateFactoryCUDA(CUcontext context) { PX_UNUSED(context); return nullptr; } #endif #if NV_CLOTH_ENABLE_DX11 #include "dx/dxFactory.h" #include "NvCloth/DxContextManagerCallback.h" nv::cloth::Factory* NvClothCreateFactoryDX11(nv::cloth::DxContextManagerCallback* graphicsContextManager) { if (graphicsContextManager->getDevice()->GetFeatureLevel() >= D3D_FEATURE_LEVEL_11_0) return NV_CLOTH_NEW(nv::cloth::DxFactory)(graphicsContextManager); return nullptr; } #else nv::cloth::Factory* NvClothCreateFactoryDX11(nv::cloth::DxContextManagerCallback* graphicsContextManager) { PX_UNUSED(graphicsContextManager); return nullptr; } #endif NV_CLOTH_API(void) NvClothDestroyFactory(nv::cloth::Factory* factory) { NV_CLOTH_DELETE(factory); } NV_CLOTH_API(bool) NvClothCompiledWithCudaSupport() { return NV_CLOTH_ENABLE_CUDA == 1; } NV_CLOTH_API(bool) NvClothCompiledWithDxSupport() { return NV_CLOTH_ENABLE_DX11 == 1; }