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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/PhysXExtensions/src/ExtDefaultCpuDispatcher.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/PhysXExtensions/src/ExtDefaultCpuDispatcher.cpp')
-rw-r--r--PhysX_3.4/Source/PhysXExtensions/src/ExtDefaultCpuDispatcher.cpp236
1 files changed, 236 insertions, 0 deletions
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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.
+
+
+#include "task/PxTask.h"
+#include "ExtDefaultCpuDispatcher.h"
+#include "ExtCpuWorkerThread.h"
+#include "ExtTaskQueueHelper.h"
+#include "PsString.h"
+
+using namespace physx;
+
+namespace physx
+{
+ PxDefaultCpuDispatcher* PxDefaultCpuDispatcherCreate(PxU32 numThreads, PxU32* affinityMasks);
+}
+
+PxDefaultCpuDispatcher* physx::PxDefaultCpuDispatcherCreate(PxU32 numThreads, PxU32* affinityMasks)
+{
+ return PX_NEW(Ext::DefaultCpuDispatcher)(numThreads, affinityMasks);
+}
+
+#if !PX_PS4 && !PX_XBOXONE
+void Ext::DefaultCpuDispatcher::getAffinityMasks(PxU32* affinityMasks, PxU32 threadCount)
+{
+ for(PxU32 i=0; i < threadCount; i++)
+ {
+ affinityMasks[i] = 0;
+ }
+}
+#endif
+
+Ext::DefaultCpuDispatcher::DefaultCpuDispatcher(PxU32 numThreads, PxU32* affinityMasks)
+ : mQueueEntryPool(EXT_TASK_QUEUE_ENTRY_POOL_SIZE, "QueueEntryPool"), mNumThreads(numThreads), mShuttingDown(false)
+#if PX_PROFILE
+ ,mRunProfiled(true)
+#else
+ ,mRunProfiled(false)
+#endif
+{
+ PxU32* defaultAffinityMasks = NULL;
+
+ if(!affinityMasks)
+ {
+ defaultAffinityMasks = reinterpret_cast<PxU32*>(PX_ALLOC(numThreads * sizeof(PxU32), "ThreadAffinityMasks"));
+ getAffinityMasks(defaultAffinityMasks, numThreads);
+ affinityMasks = defaultAffinityMasks;
+ }
+
+ // initialize threads first, then start
+
+ mWorkerThreads = reinterpret_cast<CpuWorkerThread*>(PX_ALLOC(numThreads * sizeof(CpuWorkerThread), "CpuWorkerThread"));
+ const PxU32 nameLength = 32;
+ mThreadNames = reinterpret_cast<PxU8*>(PX_ALLOC(nameLength * numThreads, "CpuWorkerThreadName"));
+
+ if (mWorkerThreads)
+ {
+ for(PxU32 i = 0; i < numThreads; ++i)
+ {
+ PX_PLACEMENT_NEW(mWorkerThreads+i, CpuWorkerThread)();
+ mWorkerThreads[i].initialize(this);
+ }
+
+ for(PxU32 i = 0; i < numThreads; ++i)
+ {
+ mWorkerThreads[i].setAffinityMask(affinityMasks[i]);
+ mWorkerThreads[i].start(Ps::Thread::getDefaultStackSize());
+
+ if (mThreadNames)
+ {
+ char* threadName = reinterpret_cast<char*>(mThreadNames + (i*nameLength));
+ Ps::snprintf(threadName, nameLength, "PxWorker%02d", i);
+ mWorkerThreads[i].setName(threadName);
+ }
+ }
+
+ if (defaultAffinityMasks)
+ PX_FREE(defaultAffinityMasks);
+ }
+ else
+ {
+ mNumThreads = 0;
+ }
+}
+
+
+Ext::DefaultCpuDispatcher::~DefaultCpuDispatcher()
+{
+ for(PxU32 i = 0; i < mNumThreads; ++i)
+ mWorkerThreads[i].signalQuit();
+
+ mShuttingDown = true;
+ mWorkReady.set();
+ for(PxU32 i = 0; i < mNumThreads; ++i)
+ mWorkerThreads[i].waitForQuit();
+
+ for(PxU32 i = 0; i < mNumThreads; ++i)
+ mWorkerThreads[i].~CpuWorkerThread();
+
+ PX_FREE(mWorkerThreads);
+
+ if (mThreadNames)
+ PX_FREE(mThreadNames);
+}
+
+
+void Ext::DefaultCpuDispatcher::submitTask(PxBaseTask& task)
+{
+ Ps::Thread::Id currentThread = Ps::Thread::getId();
+ if(!mNumThreads)
+ {
+ // no worker threads, run directly
+ if(mRunProfiled)
+ task.runProfiled(PxU32(currentThread));
+ else
+ task.run();
+ task.release();
+ return;
+ }
+
+ // TODO: Could use TLS to make this more efficient
+ for(PxU32 i = 0; i < mNumThreads; ++i)
+ {
+ if(mWorkerThreads[i].tryAcceptJobToLocalQueue(task, currentThread))
+ return mWorkReady.set();
+ }
+
+ SharedQueueEntry* entry = mQueueEntryPool.getEntry(&task);
+ if (entry)
+ {
+ mJobList.push(*entry);
+ mWorkReady.set();
+ }
+}
+
+PxBaseTask* Ext::DefaultCpuDispatcher::fetchNextTask()
+{
+ PxBaseTask* task = getJob();
+
+ if(!task)
+ task = stealJob();
+
+ return task;
+}
+
+void Ext::DefaultCpuDispatcher::runTask(PxBaseTask& task)
+{
+ if(mRunProfiled)
+ {
+ const PxU32 threadId = PxU32(Ps::Thread::getId());
+ task.runProfiled(threadId);
+ }
+ else
+ task.run();
+}
+
+PxU32 Ext::DefaultCpuDispatcher::getWorkerCount() const
+{
+ return mNumThreads;
+}
+
+void Ext::DefaultCpuDispatcher::release()
+{
+ PX_DELETE(this);
+}
+
+
+PxBaseTask* Ext::DefaultCpuDispatcher::getJob(void)
+{
+ return TaskQueueHelper::fetchTask(mJobList, mQueueEntryPool);
+}
+
+
+PxBaseTask* Ext::DefaultCpuDispatcher::stealJob()
+{
+ PxBaseTask* ret = NULL;
+
+ for(PxU32 i = 0; i < mNumThreads; ++i)
+ {
+ ret = mWorkerThreads[i].giveUpJob();
+
+ if(ret != NULL)
+ break;
+ }
+
+ return ret;
+}
+
+
+void Ext::DefaultCpuDispatcher::resetWakeSignal()
+{
+ mWorkReady.reset();
+
+ // The code below is necessary to avoid deadlocks on shut down.
+ // A thread usually loops as follows:
+ // while quit is not signaled
+ // 1) reset wake signal
+ // 2) fetch work
+ // 3) if work -> process
+ // 4) else -> wait for wake signal
+ //
+ // If a thread reaches 1) after the thread pool signaled wake up,
+ // the wake up sync gets reset and all other threads which have not
+ // passed 4) already will wait forever.
+ // The code below makes sure that on shutdown, the wake up signal gets
+ // sent again after it was reset
+ //
+ if (mShuttingDown)
+ mWorkReady.set();
+}