// 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 PSFOUNDATION_PSFPU_H #define PSFOUNDATION_PSFPU_H #include "NvCloth/ps/Ps.h" #include "NvCloth/ps/PsIntrinsics.h" #define PX_IR(x) ((uint32_t&)(x)) #define PX_SIR(x) ((int32_t&)(x)) #define PX_FR(x) ((float&)(x)) // signed integer representation of a floating-point value. // Floating-point representation of a integer value. #define PX_SIGN_BITMASK 0x80000000 #define PX_FPU_GUARD shdfnd::FPUGuard scopedFpGuard; #define PX_SIMD_GUARD shdfnd::SIMDGuard scopedFpGuard; #define PX_SUPPORT_GUARDS (PX_WINDOWS_FAMILY || PX_XBOXONE || (PX_LINUX && (PX_X86 || PX_X64)) || PX_PS4 || PX_OSX) /** \brief NVidia namespace */ namespace nv { /** \brief nvcloth namespace */ namespace cloth { namespace ps { // sets the default SDK state for scalar and SIMD units class NV_CLOTH_IMPORT FPUGuard { public: FPUGuard(); // set fpu control word for PhysX ~FPUGuard(); // restore fpu control word private: uint32_t mControlWords[8]; }; // sets default SDK state for simd unit only, lighter weight than FPUGuard class SIMDGuard { public: PX_INLINE SIMDGuard(); // set simd control word for PhysX PX_INLINE ~SIMDGuard(); // restore simd control word private: #if PX_SUPPORT_GUARDS uint32_t mControlWord; #endif }; /** \brief Enables floating point exceptions for the scalar and SIMD unit */ NV_CLOTH_IMPORT void enableFPExceptions(); /** \brief Disables floating point exceptions for the scalar and SIMD unit */ NV_CLOTH_IMPORT void disableFPExceptions(); } // namespace ps } // namespace cloth } // namespace nv #if PX_WINDOWS_FAMILY || PX_XBOXONE #include "windows/PsWindowsFPU.h" #elif (PX_LINUX && PX_SSE2) || PX_PS4 || PX_OSX #include "unix/PsUnixFPU.h" #else PX_INLINE nv::cloth::ps::SIMDGuard::SIMDGuard() { } PX_INLINE nv::cloth::ps::SIMDGuard::~SIMDGuard() { } #endif #endif // #ifndef PSFOUNDATION_PSFPU_H