// 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_COMMON_TASKPOOL #define PX_PHYSICS_COMMON_TASKPOOL #include "foundation/Px.h" #include "PsMutex.h" #include "PsSList.h" #include "PsAllocator.h" #include "PsArray.h" class PxTask; /* Implimentation of a thread safe task pool. (PxTask derived classes). T is the actual type of the task(currently NphaseTask or GroupSolveTask). */ namespace Cm { template class TaskPool : public Ps::AlignedAllocator<16> { const static PxU32 TaskPoolSlabSize=64; public: typedef Ps::SListEntry TaskPoolItem; PX_INLINE TaskPool() : slabArray(PX_DEBUG_EXP("taskPoolSlabArray")) { //we have to ensure that the list header is 16byte aligned for win64. freeTasks = (Ps::SList*)allocate(sizeof(Ps::SList), __FILE__, __LINE__); PX_PLACEMENT_NEW(freeTasks, Ps::SList)(); slabArray.reserve(16); } ~TaskPool() { Ps::Mutex::ScopedLock lock(slabAllocMutex); freeTasks->flush(); for(PxU32 i=0;i~SList(); deallocate(freeTasks); freeTasks = NULL; } } T *allocTask() { T *rv = static_cast(freeTasks->pop()); if(rv == NULL) return static_cast(allocateSlab()); else return rv; } void freeTask(T *task) { freeTasks->push(*task); } private: T *allocateSlab() { //ack, convoluted memory macros. //T *newSlab=new T[TaskPoolSlabSize]; // we must align this memory. T *newSlab=(T *)allocate(sizeof(T)*TaskPoolSlabSize, __FILE__, __LINE__); new (newSlab) T(); //we keep one for the caller // and build a list of tasks and insert in the free list for(PxU32 i=1;ipush(newSlab[i]); } Ps::Mutex::ScopedLock lock(slabAllocMutex); slabArray.pushBack(newSlab); return newSlab; } Ps::Mutex slabAllocMutex; Ps::Array slabArray; Ps::SList *freeTasks; }; } // namespace Cm #endif