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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/framework/src/ApexSceneTasks.cpp
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/framework/src/ApexSceneTasks.cpp')
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+/*
+ * Copyright (c) 2008-2015, 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.
+ */
+
+
+#include "ApexSceneTasks.h"
+#include "FrameworkPerfScope.h"
+
+#if PX_PHYSICS_VERSION_MAJOR == 3
+#include "ScopedPhysXLock.h"
+#endif
+
+#include "PsTime.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+// --------- PhysXSimulateTask
+
+PhysXSimulateTask::PhysXSimulateTask(ApexScene& scene, CheckResultsTask& checkResultsTask)
+: mScene(&scene)
+, mElapsedTime(0.0f)
+, mFollowingTask(NULL)
+, mCheckResultsTask(checkResultsTask)
+#if PX_PHYSICS_VERSION_MAJOR == 3
+, mScratchBlock(NULL)
+, mScratchBlockSize(0)
+#endif
+{}
+
+PhysXSimulateTask::~PhysXSimulateTask()
+{
+#if PX_PHYSICS_VERSION_MAJOR == 3
+ mScratchBlock = NULL;
+ mScratchBlockSize = 0;
+#endif
+}
+
+const char* PhysXSimulateTask::getName() const
+{
+ return AST_PHYSX_SIMULATE;
+}
+
+
+void PhysXSimulateTask::run()
+{
+ // record the pretick APEX time
+ StatValue dataVal;
+ uint64_t qpc = Time::getCurrentCounterValue();
+ dataVal.Float = ApexScene::ticksToMilliseconds(mScene->mApexSimulateTickCount, qpc);
+ APEX_CHECK_STAT_TIMER("--------- ApexBeforeTickTime (mApexSimulateTickCount)");
+
+ APEX_CHECK_STAT_TIMER("--------- Set mApexSimulateTickCount");
+ mScene->mApexSimulateTickCount = qpc;
+
+ mScene->setApexStatValue(ApexScene::ApexBeforeTickTime, dataVal);
+
+ // start the PhysX simulation time timer
+ APEX_CHECK_STAT_TIMER("--------- Set mPhysXSimulateTickCount");
+ mScene->mPhysXSimulateTickCount = Time::getCurrentCounterValue();
+
+#if PX_PHYSICS_VERSION_MAJOR == 3
+ if (mScene->mPhysXScene)
+ {
+ PX_ASSERT(mElapsedTime >= 0.0f);
+ SCOPED_PHYSX_LOCK_WRITE(mScene);
+ #if APEX_UE4
+ if (mScene->mPhysXScene->getNbActors(PxActorTypeFlags(0xff)))
+ mScene->mPhysXScene->simulate(mElapsedTime, &mCheckResultsTask, mScratchBlock, mScratchBlockSize, false);
+ else
+ mCheckResultsTask.removeReference();
+ #else
+ mScene->mPhysXScene->simulate(mElapsedTime, &mCheckResultsTask, mScratchBlock, mScratchBlockSize, false);
+ #endif
+ }
+#endif
+
+#if PX_PHYSICS_VERSION_MAJOR == 0
+ if (mFollowingTask != NULL)
+ {
+ mFollowingTask->removeReference();
+ }
+#endif
+}
+
+
+
+void PhysXSimulateTask::setElapsedTime(float elapsedTime)
+{
+ PX_ASSERT(elapsedTime >= 0.0f);
+ mElapsedTime = elapsedTime;
+}
+
+
+
+void PhysXSimulateTask::setFollowingTask(PxBaseTask* following)
+{
+ mFollowingTask = following;
+}
+
+
+
+// --------- CheckResultsTask
+
+const char* CheckResultsTask::getName() const
+{
+ return AST_PHYSX_CHECK_RESULTS;
+}
+
+
+void CheckResultsTask::run()
+{
+#if !APEX_DURING_TICK_TIMING_FIX
+ {
+ // mark the end of the "during tick" simulation time
+ StatValue dataVal;
+ {
+ uint64_t qpc = Time::getCurrentCounterValue();
+ dataVal.Float = ApexScene::ticksToSeconds(mScene->mApexSimulateTickCount, qpc);
+ APEX_CHECK_STAT_TIMER("--------- ApexDuringTickTime (mApexSimulateTickCount)");
+
+ APEX_CHECK_STAT_TIMER("--------- Set mApexSimulateTickCount");
+ mScene->mApexSimulateTickCount = qpc;
+ }
+ mScene->setApexStatValue(ApexScene::ApexDuringTickTime, dataVal);
+ }
+#endif
+
+#if PX_PHYSICS_VERSION_MAJOR == 3
+ {
+ SCOPED_PHYSX_LOCK_WRITE(mScene);
+ if (mScene->mPhysXScene
+#if APEX_UE4
+ && mScene->mPhysXScene->getNbActors(PxActorTypeFlags(0xff))
+#endif
+ )
+ mScene->mPhysXScene->checkResults(true);
+ }
+#endif
+
+ // get the PhysX simulation time and add it to the ApexStats
+ {
+ StatValue dataVal;
+ {
+ uint64_t qpc = Time::getCurrentCounterValue();
+ dataVal.Float = ApexScene::ticksToMilliseconds(mScene->mPhysXSimulateTickCount, qpc);
+ APEX_CHECK_STAT_TIMER("--------- PhysXSimulationTime (mPhysXSimulateTickCount)");
+ }
+
+ mScene->setApexStatValue(ApexScene::PhysXSimulationTime, dataVal);
+ }
+}
+
+
+
+// --------- FetchResultsTask
+
+const char* FetchResultsTask::getName() const
+{
+ return AST_PHYSX_FETCH_RESULTS;
+}
+
+
+void FetchResultsTask::run()
+{
+}
+
+
+void FetchResultsTask::setFollowingTask(PxBaseTask* following)
+{
+ mFollowingTask = following;
+ if (mFollowingTask)
+ {
+ mFollowingTask->addReference();
+ }
+}
+
+
+
+/*
+* \brief Called by dispatcher after Task has been run.
+*
+* If you re-implement this method, you must call this base class
+* version before returning.
+*/
+void FetchResultsTask::release()
+{
+ PxTask::release();
+
+ // copy mFollowingTask into local variable, because it might be overwritten
+ // as soon as mFetchResultsReady.set() is called (and before removeReference() is called on it)
+ PxBaseTask* followingTask = mFollowingTask;
+ mFollowingTask = NULL;
+
+ // Allow ApexScene::fetchResults() to run (potentially unblocking game thread)
+ mScene->mFetchResultsReady.set();
+
+ // remove reference to the scene completion task submitted in Scene::simulate
+ // this must be done after the scene's mFetchResultsReady event is set so that the
+ // app's completion task can be assured that fetchResults is ready to run
+ if (followingTask)
+ {
+ followingTask->removeReference();
+ }
+}
+
+
+
+#if APEX_DURING_TICK_TIMING_FIX
+// --------- DuringTickCompleteTask
+
+const char* DuringTickCompleteTask::getName() const
+{
+ return AST_DURING_TICK_COMPLETE;
+}
+
+
+
+void DuringTickCompleteTask::run()
+{
+ // mark the end of the "during tick" simulation time
+ StatValue dataVal;
+ uint64_t qpc = Time::getCurrentCounterValue();
+ dataVal.Float = ApexScene::ticksToMilliseconds(mScene->mApexSimulateTickCount, qpc);
+ APEX_CHECK_STAT_TIMER("--------- ApexDuringTickTime (mApexSimulateTickCount)");
+
+ APEX_CHECK_STAT_TIMER("--------- Set mApexSimulateTickCount");
+ mScene->mApexSimulateTickCount = qpc;
+
+ mScene->setApexStatValue(ApexScene::ApexDuringTickTime, dataVal);
+}
+#endif
+
+
+// --------- PhysXBetweenStepsTask
+
+const char* PhysXBetweenStepsTask::getName() const
+{
+ return AST_PHYSX_BETWEEN_STEPS;
+}
+
+
+
+void PhysXBetweenStepsTask::run()
+{
+ PX_ASSERT(mSubStepSize > 0.0f);
+ PX_ASSERT(mNumSubSteps > 0);
+#if PX_PHYSICS_VERSION_MAJOR == 3
+ PxScene* scene = mScene.getPhysXScene();
+
+ if (scene != NULL)
+ {
+ while (mSubStepNumber < mNumSubSteps)
+ {
+ PX_PROFILE_ZONE("ApexSceneManualSubstep", GetInternalApexSDK()->getContextId());
+ // fetch the first substep
+ uint32_t errorState = 0;
+ {
+ SCOPED_PHYSX_LOCK_WRITE(&mScene);
+ scene->fetchResults(true, &errorState);
+ }
+ PX_ASSERT(errorState == 0);
+
+ for (uint32_t i = 0; i < mScene.mModuleScenes.size(); i++)
+ {
+ PX_PROFILE_ZONE("ModuleSceneManualSubstep", GetInternalApexSDK()->getContextId());
+ mScene.mModuleScenes[i]->interStep(mSubStepNumber, mNumSubSteps);
+ }
+
+ // run the next substep
+ {
+ SCOPED_PHYSX_LOCK_WRITE(&mScene);
+ scene->simulate(mSubStepSize);
+ }
+
+ mSubStepNumber++;
+ }
+ }
+#endif
+
+ mLast->removeReference(); // decrement artificially high ref count that prevented checkresults from being executed
+}
+
+
+
+void PhysXBetweenStepsTask::setSubstepSize(float substepSize, uint32_t numSubSteps)
+{
+ mSubStepSize = substepSize;
+ mNumSubSteps = numSubSteps;
+}
+
+
+
+void PhysXBetweenStepsTask::setFollower(uint32_t substepNumber, PxTask* last)
+{
+ mSubStepNumber = substepNumber;
+ mLast = last;
+
+ setContinuation(last);
+}
+
+
+
+} // namespace apex
+} // namespace nvidia