// 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 PT_BATCHER_H #define PT_BATCHER_H #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #include "CmTask.h" namespace physx { namespace Pt { class Batcher : public Ps::UserAllocated { public: Batcher(class Context& _context); /** Issues shape update stages for a batch of particle systems. Ownership of Pt::ParticleShapeUpdateInput::shapes passed to callee! */ physx::PxBaseTask& scheduleShapeGeneration(class ParticleSystemSim** particleSystems, struct ParticleShapesUpdateInput* inputs, PxU32 batchSize, physx::PxBaseTask& continuation); /** Issues dynamics (SPH) update on CPUs. */ physx::PxBaseTask& scheduleDynamicsCpu(class ParticleSystemSim** particleSystems, PxU32 batchSize, physx::PxBaseTask& continuation); /** Schedules collision prep work. */ physx::PxBaseTask& scheduleCollisionPrep(class ParticleSystemSim** particleSystems, physx::PxLightCpuTask** inputPrepTasks, PxU32 batchSize, physx::PxBaseTask& continuation); /** Schedules collision update stages for a batch of particle systems on CPU. Ownership of Pt::ParticleCollisionUpdateInput::contactManagerStream passed to callee! */ physx::PxBaseTask& scheduleCollisionCpu(class ParticleSystemSim** particleSystems, PxU32 batchSize, physx::PxBaseTask& continuation); /** Schedule gpu pipeline. */ physx::PxBaseTask& schedulePipelineGpu(ParticleSystemSim** particleSystems, PxU32 batchSize, physx::PxBaseTask& continuation); Cm::FanoutTask shapeGenTask; Cm::FanoutTask dynamicsCpuTask; Cm::FanoutTask collPrepTask; Cm::FanoutTask collisionCpuTask; class Context& context; private: Batcher(const Batcher&); Batcher& operator=(const Batcher&); }; } // namespace Pt } // namespace physx #endif // PX_USE_PARTICLE_SYSTEM_API #endif // PT_BATCHER_H