// // 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. #ifndef CLOTHING_COOKING_H #define CLOTHING_COOKING_H #include "ApexUsingNamespace.h" #include "PsUserAllocated.h" #include "PxTask.h" namespace NvParameterized { class Interface; } namespace nvidia { namespace clothing { class ClothingScene; class CookingAbstract; class ClothingCookingLock { public: ClothingCookingLock() : mNumCookingDependencies(0) {} ~ClothingCookingLock() { PX_ASSERT(mNumCookingDependencies == 0); } int32_t numCookingDependencies() { return mNumCookingDependencies; } void lockCooking(); void unlockCooking(); private: int32_t mNumCookingDependencies; }; /* These tasks contain a cooking job. They have no dependencies on each other, but the ClothingScene * make sure there's only ever one of them running (per ClothingScene that is). * ClothingScene::submitCookingTasks() will launch a new one only if no other cooking task is running. * At ClothingScene::fetchResults() this will be checked again. */ class ClothingCookingTask : public UserAllocated, public PxLightCpuTask { public: ClothingCookingTask(ClothingScene* clothingScene, CookingAbstract& job); ~ClothingCookingTask(); CookingAbstract* job; ClothingCookingTask* nextTask; // from LightCpuTask void initCooking(PxTaskManager& tm, PxBaseTask* c); virtual const char* getName() const { return "ClothingCookingTask"; } virtual void run(); NvParameterized::Interface* getResult(); void lockObject(ClothingCookingLock* lockedObject); void unlockObject(); bool waitsForBeingScheduled() { return mRefCount > 0; } bool readyForRelease() { return mState == ReadyForRelease; } void abort(); private: enum State { Uninit, WaitForRun, Running, Aborting, WaitForFetch, ReadyForRelease, }; State mState; ClothingScene* mClothingScene; NvParameterized::Interface* mResult; ClothingCookingLock* mLockedObject; }; } } // namespace nvidia #endif // CLOTHING_COOKING_H