// 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. #pragma once #include "NvCloth/Factory.h" #include "DxClothData.h" #include "DxBatchedVector.h" #include "../IndexPair.h" #include #include #include "Vec4T.h" #if _MSC_VER >= 1700 #pragma warning(disable : 4471) #endif struct ID3D11Device; struct ID3D11Buffer; enum D3D11_MAP; namespace nv { namespace cloth { class DxFabric; class DxCloth; template class ClothImpl; class DxContextManagerCallback; class DxFactory : public Factory { protected: DxFactory(const DxFactory&); // not implemented DxFactory& operator = (const DxFactory&); // not implemented public: typedef DxFabric FabricType; typedef DxCloth ClothType; explicit DxFactory(DxContextManagerCallback*); virtual ~DxFactory(); virtual Platform getPlatform() const { return Platform::DX11; } virtual Fabric* createFabric(uint32_t numParticles, Range phaseIndices, Range sets, Range restvalues, Range stiffnessValues, Range indices, Range anchors, Range tetherLengths, Range triangles); virtual Cloth* createCloth(Range particles, Fabric& fabric); virtual Solver* createSolver(); virtual Cloth* clone(const Cloth& cloth); virtual void extractFabricData( const Fabric& fabric, Range phaseIndices, Range sets, Range restvalues, Range stiffnessValues, Range indices, Range anchors, Range tetherLengths, Range triangles) const; virtual void extractCollisionData(const Cloth& cloth, Range spheres, Range capsules, Range planes, Range convexes, Range triangles) const; virtual void extractMotionConstraints(const Cloth& cloth, Range destConstraints) const; virtual void extractSeparationConstraints(const Cloth& cloth, Range destConstraints) const; virtual void extractParticleAccelerations(const Cloth& cloth, Range destAccelerations) const; virtual void extractVirtualParticles(const Cloth& cloth, Range destIndices, Range destWeights) const; virtual void extractSelfCollisionIndices(const Cloth& cloth, Range destIndices) const; virtual void extractRestPositions(const Cloth& cloth, Range destRestPositions) const; public: void copyToHost(void* dst, ID3D11Buffer* buffer, uint32_t offset, uint32_t size) const; //size and offset in bytes (or in pixels when buffer is a texture?) void CompileComputeShaders(); // this is called once to setup the shaders void reserveStagingBuffer(uint32_t size); void* mapStagingBuffer(D3D11_MAP) const; void unmapStagingBuffer() const; Vector::Type mFabrics; DxContextManagerCallback* mContextManager; ID3D11Buffer* mStagingBuffer; ID3D11ComputeShader* mSolverKernelComputeShader; uint32_t mNumThreadsPerBlock; const uint32_t mMaxThreadsPerBlock; DxBatchedStorage mConstraints; DxBatchedStorage mConstraintsHostCopy; DxBatchedStorage mStiffnessValues; DxBatchedStorage mTethers; DxBatchedStorage mParticles; DxBatchedStorage mParticlesHostCopy; DxBatchedStorage mPhaseConfigs; DxBatchedStorage mParticleAccelerations; DxBatchedStorage mParticleAccelerationsHostCopy; DxBatchedStorage mCapsuleIndices; DxBuffer mCapsuleIndicesDeviceCopy; DxBatchedStorage mCollisionSpheres; DxBuffer mCollisionSpheresDeviceCopy; DxBatchedStorage mConvexMasks; DxBuffer mConvexMasksDeviceCopy; DxBatchedStorage mCollisionPlanes; DxBuffer mCollisionPlanesDeviceCopy; DxBatchedStorage mCollisionTriangles; DxBuffer mCollisionTrianglesDeviceCopy; DxBatchedStorage mVirtualParticleSetSizes; DxBuffer mVirtualParticleSetSizesDeviceCopy; DxBatchedStorage mVirtualParticleIndices; DxBuffer mVirtualParticleIndicesDeviceCopy; DxBatchedStorage mVirtualParticleWeights; DxBuffer mVirtualParticleWeightsDeviceCopy; DxBatchedStorage mMotionConstraints; DxBatchedStorage mSeparationConstraints; DxBatchedStorage mRestPositions; DxBuffer mRestPositionsDeviceCopy; DxBatchedStorage mSelfCollisionIndices; DxBatchedStorage mSelfCollisionParticles; DxBatchedStorage mSelfCollisionData; DxBatchedStorage mTriangles; }; } }