// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 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 "SwFactory.h" #if ENABLE_CUFACTORY #include "CuFactory.h" #endif #if ENABLE_DXFACTORY #include "windows/DxFactory.h" //#include "PxGraphicsContextManager.h" #pragma warning(disable : 4668 4917 4365 4061 4005) #if PX_XBOXONE #include #else #include #endif #endif namespace nvidia { namespace cloth { uint32_t getNextFabricId() { static uint32_t sNextFabricId = 0; return sNextFabricId++; } } } using namespace nvidia; cloth::Factory* cloth::Factory::createFactory(Platform platform, void* contextManager) { PX_UNUSED(contextManager); if(platform == Factory::CPU) return new SwFactory; #if ENABLE_CUFACTORY if(platform == Factory::CUDA) return new CuFactory((PxCudaContextManager*)contextManager); #endif #if ENABLE_DXFACTORY if(platform == Factory::DirectCompute) { //physx::PxGraphicsContextManager* graphicsContextManager = (physx::PxGraphicsContextManager*)contextManager; //if(graphicsContextManager->getDevice()->GetFeatureLevel() >= D3D_FEATURE_LEVEL_11_0) // return new DxFactory(graphicsContextManager); } #endif return 0; }