// 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_CONTEXT_CPU_H #define PT_CONTEXT_CPU_H #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #include "CmPool.h" #include "PtContext.h" namespace physx { class PxBaseTask; class PxLightCpuTask; class PxTaskManager; namespace Pt { class Batcher; class BodyTransformVault; class ParticleShapeCpu; class ParticleSystemSimCpu; struct ParticleCell; /** Per scene manager class for particle systems. */ class ContextCpu : public Context, Ps::UserAllocated { PX_NOCOPY(ContextCpu) public: /** Register particle functionality. Not calling this should allow the code to be stripped at link time. */ static void registerParticles(); // Pt::Context implementation virtual void destroy(); virtual ParticleSystemSim* addParticleSystem(class ParticleData* particleData, const ParticleSystemParameter& parameter, bool useGpuSupport); virtual ParticleData* removeParticleSystem(ParticleSystemSim* system, bool acquireParticleData); virtual PxBaseTask& scheduleShapeGeneration(class ParticleSystemSim** particleSystems, struct ParticleShapesUpdateInput* inputs, PxU32 batchSize, PxBaseTask& continuation); virtual PxBaseTask& scheduleDynamicsCpu(class ParticleSystemSim** particleSystems, PxU32 batchSize, PxBaseTask& continuation); virtual PxBaseTask& scheduleCollisionPrep(class ParticleSystemSim** particleSystems, PxLightCpuTask** inputPrepTasks, PxU32 batchSize, PxBaseTask& continuation); virtual PxBaseTask& scheduleCollisionCpu(class ParticleSystemSim** particleSystems, PxU32 batchSize, PxBaseTask& continuation); virtual PxBaseTask& schedulePipelineGpu(ParticleSystemSim** particleSystems, PxU32 batchSize, PxBaseTask& continuation); #if PX_SUPPORT_GPU_PHYSX virtual class PxSceneGpu* createOrGetSceneGpu(); #endif //~Pt::Context implementation ParticleShapeCpu* createParticleShape(ParticleSystemSimCpu* particleSystem, const ParticleCell* packet); void releaseParticleShape(ParticleShapeCpu* shape); Cm::FlushPool& getTaskPool() { return mTaskPool; } private: ContextCpu(physx::PxTaskManager* taskManager, Cm::FlushPool& taskPool); virtual ~ContextCpu(); ParticleSystemSim* addParticleSystemImpl(ParticleData* particleData, const ParticleSystemParameter& parameter, bool useGpuSupport); ParticleData* removeParticleSystemImpl(ParticleSystemSim* system, bool acquireParticleData); static Context* createContextImpl(physx::PxTaskManager* taskManager, Cm::FlushPool& taskPool); void destroyContextImpl(); Cm::PoolList mParticleSystemPool; Cm::PoolList mParticleShapePool; Ps::Mutex mParticleShapePoolMutex; Batcher* mBatcher; physx::PxTaskManager* mTaskManager; Cm::FlushPool& mTaskPool; #if PX_SUPPORT_GPU_PHYSX class RigidBodyAccessGpu* mGpuRigidBodyAccess; #endif }; } // namespace Pt } // namespace physx #endif // PX_USE_PARTICLE_SYSTEM_API #endif // PT_CONTEXT_CPU_H