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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 /PhysX_3.4/Source/PhysX/src/buffering/ScbBase.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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) 2008-2016 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 PX_PHYSICS_SCB_BASE
+#define PX_PHYSICS_SCB_BASE
+
+#include "CmPhysXCommon.h"
+#include "ScbScene.h"
+
+namespace physx
+{
+
+#if PX_SUPPORT_PVD
+ // PT: updatePvdProperties() is overloaded and the compiler needs to know 'this' type to do the right thing.
+ // Thus we can't just move this as an inlined Base function.
+ #define UPDATE_PVD_PROPERTIES_OBJECT() { \
+ Scb::Scene* scene_ = getScbSceneForAPI(); \
+ if(scene_ && !insertPending() ) \
+ scene_->getScenePvdClient().updatePvdProperties(this); }
+#else
+ #define UPDATE_PVD_PROPERTIES_OBJECT() {}
+#endif
+
+namespace Scb
+{
+ struct ControlState
+ {
+ enum Enum
+ {
+ /**
+ \brief The object is not in the scene.
+
+ The object has not been added to a scene yet. This is the default when an object gets created.
+
+ In this state...
+ \li ...user changes get written to Core directly.
+ \li ...the object can not be in the list of dirty objects.
+ \li ...the object can not be marked as eIS_UPDATED or eIS_RELEASED.
+ */
+ eNOT_IN_SCENE = 0,
+
+ /**
+ \brief The object waits to get inserted into the scene internally.
+
+ The object has been added to the scene while the simulation is running and is waiting to get fully registered in all layers.
+
+ In this state...
+ \li ...user changes get written to Core directly (since the object has not yet registered in the inner layers, hence, will not get accessed internally).
+ \li ...the object is in the list of dirty objects.
+ \li ...the object can not be marked as eIS_UPDATED or eIS_RELEASED.
+ */
+ eINSERT_PENDING = 1,
+
+ /**
+ \brief The object is registered in the scene internally.
+
+ The object has been added to the scene and is fully registered in all layers.
+
+ In this state...
+ \li ...user changes get written to a buffer object and get synced with Core at a sync point.
+ \li ...the object can be in the list of dirty objects.
+ \li ...the object can be marked as eIS_UPDATED but not eIS_RELEASED.
+ */
+ eIN_SCENE = 2,
+
+ /**
+ \brief The object waits to get removed from the scene internally.
+
+ The object is in the scene and fully registered in all layers but has been removed while the simulation is running and is now
+ waiting to get unregistered from all layers.
+
+ In this state...
+ \li ...user changes get written to a buffer object and get synced with Core at a sync point.
+ \li ...the object is in the list of dirty objects.
+ \li ...the object can be marked as eIS_UPDATED or eIS_RELEASED.
+ */
+ eREMOVE_PENDING = 3
+ };
+ };
+
+ struct ControlFlag
+ {
+ enum Enum
+ {
+ /**
+ \brief An object property/state has been changed.
+
+ A property/state of the object has been changed and needs to get synced to Core. Insertion & removal don't count.
+ */
+ eIS_UPDATED = 1,
+
+ /**
+ \brief The object has been released.
+
+ The object has not just been removed from the scene it has been released as well. The object will get destroyed after the sync has been completed.
+ */
+ eIS_RELEASED = 2
+ };
+ };
+
+
+ /**
+ \brief Base class for objects that should support buffering.
+
+ This class has members to track the buffering related object state and mark which properties have been changed and need to get synced at sync points.
+ */
+ class Base
+ {
+ //= ATTENTION! =====================================================================================
+ // Changing the data layout of this class breaks the binary serialization format. See comments for
+ // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
+ // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
+ // accordingly.
+ //==================================================================================================
+
+ protected:
+// No-copy
+ Base(const Base& c);
+ Base& operator=(const Base& c);
+ public:
+
+// PX_SERIALIZATION
+ Base(const PxEMPTY) :
+ mScene (NULL),
+ mStreamPtr(NULL)
+ {
+ resetAllBufferFlags();
+ resetControl(ControlState::eNOT_IN_SCENE);
+ }
+ static void getBinaryMetaData(PxOutputStream& stream);
+//~PX_SERIALIZATION
+ Base() :
+ mScene (NULL),
+ mStreamPtr (NULL)
+ {
+ setScbType(ScbType::UNDEFINED);
+ resetControl(ControlState::eNOT_IN_SCENE);
+ resetAllBufferFlags();
+ }
+
+ PX_INLINE bool isBuffering() const
+ {
+ const ControlState::Enum state = getControlState();
+ return state == ControlState::eREMOVE_PENDING || // pending remove not possible if not buffered
+ (state == ControlState::eIN_SCENE && mScene->isPhysicsBuffering());
+ }
+
+
+ PX_FORCE_INLINE Ps::IntBool insertPending() const { return getControlState() == ControlState::eINSERT_PENDING; }
+ PX_FORCE_INLINE ScbType::Enum getScbType() const { return ScbType::Enum((mControlState&eTYPE_MASK)>>eTYPE_SHIFT); }
+ PX_FORCE_INLINE void setScbType(ScbType::Enum type) { mControlState = (mControlState&~eTYPE_MASK)|(type<<eTYPE_SHIFT); }
+
+ // the scene value field set if the object is either inserted, in simulation, or waiting for removal. If any of these things
+ // is true, it can't be added to a different scene
+
+ PX_FORCE_INLINE void setScbScene(Scb::Scene* scene)
+ {
+ mScene = scene;
+ }
+
+ PX_FORCE_INLINE Scb::Scene* getScbScene() const
+ {
+ return mScene;
+ }
+
+ /**
+ \brief Get scene pointer from a users perspective.
+
+ When the user removes an object from the scene while the simulation is running, the scene pointer does not get set to NULL immediately. This will only happen
+ at the next sync point. However, from an API point of view, a NULL pointer is expected after a removal. This method provides the correct answer in such a case.
+
+ \return The scene pointer as it should be visible from the users perspective.
+ */
+ PX_FORCE_INLINE Scb::Scene* getScbSceneForAPI() const
+ {
+ ControlState::Enum state = getControlState();
+ return state == ControlState::eINSERT_PENDING || state == ControlState::eIN_SCENE ? mScene : NULL;
+ }
+
+ PX_FORCE_INLINE void resetScbScene() { mScene = NULL; }
+
+ PX_FORCE_INLINE bool hasUpdates() const { return getControlFlags() & ControlFlag::eIS_UPDATED; }
+ PX_FORCE_INLINE PxU32 getControlFlags() const { return (mControlState&eCONTROLFLAG_MASK)>>eCONTROLFLAG_SHIFT; }
+ PX_FORCE_INLINE void setControlFlag(ControlFlag::Enum f) { mControlState |= (f<<eCONTROLFLAG_SHIFT); }
+ PX_FORCE_INLINE void resetControlFlag(ControlFlag::Enum f) { mControlState &=~(f<<eCONTROLFLAG_SHIFT); }
+
+ PX_FORCE_INLINE ControlState::Enum getControlState() const { return ControlState::Enum((mControlState&PxU32(eCONTROLSTATE_MASK))>>eCONTROLSTATE_SHIFT);}
+ PX_FORCE_INLINE void setControlState(ControlState::Enum s) { mControlState = (mControlState&~eCONTROLSTATE_MASK)|(s<<eCONTROLSTATE_SHIFT); }
+ PX_FORCE_INLINE void resetControl(ControlState::Enum s) { mControlState = (mControlState&~eCONTROL_MASK) | (s<<eCONTROLSTATE_SHIFT); }
+
+ PX_FORCE_INLINE void scheduleForUpdate() { mScene->scheduleForUpdate(*this); }
+
+ /**
+ \brief Destroys the object.
+
+ If the simulation is not running, this will release the object, else it will just mark the object as eIS_RELEASED and thus it will get deleted
+ when the next sync point is reached. This method expects that the object has been removed from the scene first (or waits for removal).
+ */
+ void destroy();
+
+ /**
+ \brief Test if a property has been changed by the user.
+
+ \param[in] flag The flag of the property to test for. Has to be within the bounds of eBUFFERFLAG_MASK.
+ \return Positive value if the property has been changed by the user.
+ */
+ PX_FORCE_INLINE Ps::IntBool isBuffered(PxU32 flag) const
+ {
+ PX_ASSERT((flag & eBUFFERFLAG_MASK) == flag);
+ return Ps::IntBool(mControlState & flag);
+ }
+
+ PX_FORCE_INLINE PxU8* getStream() { return mStreamPtr ? mStreamPtr : mStreamPtr = mScene->getStream(getScbType()); }
+ PX_FORCE_INLINE const PxU8* getStream() const { PX_ASSERT(mStreamPtr); return mStreamPtr; }
+
+ /**
+ \brief Helper method to trigger object tracking after a property change.
+
+ This method will flag the marked property as changed and will add the object to the list of updated objects if it is not
+ registered already.
+
+ \param[in] flag The flag of the changed property. Has to be within the bounds of eBUFFERFLAG_MASK.
+ */
+ PX_FORCE_INLINE void markUpdated(PxU32 flag)
+ {
+ PX_ASSERT((flag & eBUFFERFLAG_MASK) == flag);
+ scheduleForUpdate();
+ mControlState |= flag;
+ }
+
+ protected:
+ ~Base(){}
+
+ PX_FORCE_INLINE PxU32 getBufferFlags() const { return mControlState & eBUFFERFLAG_MASK; }
+ PX_FORCE_INLINE void setBufferFlag(PxU32 flag) { PX_ASSERT((flag & eBUFFERFLAG_MASK) == flag); mControlState |= flag; }
+ PX_FORCE_INLINE void resetBufferFlag(PxU32 flag) { PX_ASSERT((flag & eBUFFERFLAG_MASK) == flag); mControlState &= ~flag; }
+ PX_FORCE_INLINE void resetAllBufferFlags() { mControlState &=~eBUFFERFLAG_MASK; }
+
+
+ /**
+ \brief Cleanup method after the object has been synced.
+
+ Every buffering object should implement a syncState() method where the buffered user changes get synced with Core. Call this method at the end of the
+ syncState() method to clear all buffer flags and references.
+ */
+ PX_FORCE_INLINE void postSyncState()
+ {
+ // DS: this can get called even when mScene == NULL, by removeAggregate (see AggregateFreeStandingCreateDelete test)
+ // TODO(dsequeira): investigate that when the dust settles on shape refactoring
+ PX_ASSERT(getControlState()!=ControlState::eNOT_IN_SCENE || mScene == NULL);
+ PX_ASSERT(getScbType()!=ScbType::UNDEFINED);
+
+ mStreamPtr = NULL;
+ resetAllBufferFlags();
+ }
+
+ private:
+ enum { eBUFFERFLAG_MASK = (1<<24) - 1,
+ eTYPE_MASK = 15<<24,
+ eCONTROLFLAG_MASK = 3<<28,
+ eCONTROLSTATE_MASK = 3<<30,
+ eCONTROL_MASK = 15<<28};
+
+ enum { eTYPE_SHIFT = 24,
+ eCONTROLFLAG_SHIFT = 28,
+ eCONTROLSTATE_SHIFT = 30};
+
+ /**
+ \brief Scene pointer.
+
+ The scene pointer get set as soon as the user adds an object to the scene. However, it does not get cleared until the object has been
+ removed from the scene internally, i.e., removing an object while the simulation is running will not set this pointer to NULL immediately.
+ */
+ Scb::Scene* mScene;
+
+ /**
+ \brief Mix of buffering related states/flags.
+
+ highest lowest
+ | 2 | 2 | 4 | 24 |
+ | ControlState | ControlFlag | ScbType | buffer attribute flags |
+
+ The buffer attribute flags mark which of the properties have been updated. The specific implementation of this class defines those flags.
+ */
+ PxU32 mControlState;
+
+ /**
+ \brief Data buffer to store property/state changes temporarily.
+
+ Pointer to a temporary struct where user changes made while the simulation is running are buffered. The structure is currently as large as necessary to hold all
+ properties of a buffered object. Even if only a single property of an object gets changed, the whole structure is assigned. The motivation for this was to keep
+ the implementation complexity low based on the assumption that users will not change all objects in a scene every frame. The temporary buffer gets assigned on demand
+ and is returned to pools after the data has been synced to Core. The pointer is then set to NULL again.
+ This kind of buffer can not be used for properties that get written by the simulation (for example, pose, velocity, sleep state). Those need to be permanently buffered
+ in the specific implementation of this class, else the user might get an inconsistent picture of the scene object state.
+
+ @see postSyncState()
+ */
+ PxU8* mStreamPtr;
+ };
+
+} // namespace Scb
+
+}
+
+#endif