// 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) 2008-2017 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 PXC_FRICTIONPATCHPOOL_H #define PXC_FRICTIONPATCHPOOL_H #include "foundation/PxSimpleTypes.h" #include "PxvConfig.h" #include "PsMutex.h" #include "PsArray.h" // Each narrow phase thread has an input stream of friction patches from the // previous frame and an output stream of friction patches which will be // saved for next frame. The patches persist for exactly one frame at which // point they get thrown away. // There is a stream pair per thread. A contact callback reserves space // for its friction patches and gets a cookie in return that can stash // for next frame. Cookies are valid for one frame only. // // note that all friction patches reserved are guaranteed to be contiguous; // this might turn out to be a bit inefficient if we often have a large // number of friction patches #include "PxcNpMemBlockPool.h" namespace physx { class FrictionPatchStreamPair { public: FrictionPatchStreamPair(PxcNpMemBlockPool& blockPool); // reserve can fail and return null. Read should never fail template FrictionPatch* reserve(const PxU32 size); template const FrictionPatch* findInputPatches(const PxU8* ptr) const; void reset(); PxcNpMemBlockPool& getBlockPool() { return mBlockPool;} private: PxcNpMemBlockPool& mBlockPool; PxcNpMemBlock* mBlock; PxU32 mUsed; FrictionPatchStreamPair& operator=(const FrictionPatchStreamPair&); }; PX_FORCE_INLINE FrictionPatchStreamPair::FrictionPatchStreamPair(PxcNpMemBlockPool& blockPool): mBlockPool(blockPool), mBlock(NULL), mUsed(0) { } PX_FORCE_INLINE void FrictionPatchStreamPair::reset() { mBlock = NULL; mUsed = 0; } // reserve can fail and return null. Read should never fail template FrictionPatch* FrictionPatchStreamPair::reserve(const PxU32 size) { if(size>PxcNpMemBlock::SIZE) { return reinterpret_cast(-1); } PX_ASSERT(size <= PxcNpMemBlock::SIZE); FrictionPatch* ptr = NULL; if(mBlock == NULL || mUsed + size > PxcNpMemBlock::SIZE) { mBlock = mBlockPool.acquireFrictionBlock(); mUsed = 0; } if(mBlock) { ptr = reinterpret_cast(mBlock->data+mUsed); mUsed += size; } return ptr; } template const FrictionPatch* FrictionPatchStreamPair::findInputPatches(const PxU8* ptr) const { return reinterpret_cast(ptr); } } #endif