// // 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) 2008-2018 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_NP_PHYSICS_GPU #define PX_PHYSICS_NP_PHYSICS_GPU #include "PxPhysXCommonConfig.h" #include "PxPhysXConfig.h" #if PX_SUPPORT_GPU_PHYSX #include "CmPhysXCommon.h" #include "PsArray.h" namespace physx { class PxCudaContextManager; } namespace physx { struct PxTriangleMeshCacheStatistics; class NpPhysicsGpu { public: bool createTriangleMeshMirror(const class PxTriangleMesh& triangleMesh, physx::PxCudaContextManager& contextManager); void releaseTriangleMeshMirror(const class PxTriangleMesh& triangleMesh, physx::PxCudaContextManager* contextManager = NULL); bool createHeightFieldMirror(const class PxHeightField& heightField, physx::PxCudaContextManager& contextManager); void releaseHeightFieldMirror(const class PxHeightField& heightField, physx::PxCudaContextManager* contextManager = NULL); bool createConvexMeshMirror(const class PxConvexMesh& convexMesh, physx::PxCudaContextManager& contextManager); void releaseConvexMeshMirror(const class PxConvexMesh& convexMesh, physx::PxCudaContextManager* contextManager = NULL); void setExplicitCudaFlushCountHint(const class PxScene& scene, PxU32 cudaFlushCount); bool setTriangleMeshCacheSizeHint(const class PxScene& scene, PxU32 size); PxTriangleMeshCacheStatistics getTriangleMeshCacheStatistics(const class PxScene& scene); NpPhysicsGpu(class NpPhysics& npPhysics); virtual ~NpPhysicsGpu(); private: NpPhysicsGpu& operator=(const NpPhysicsGpu&); struct MeshMirror { PxU32 mirrorHandle; physx::PxCudaContextManager* ctx; const void* meshAddress; }; Ps::Array::Iterator findMeshMirror(const void* meshAddress); Ps::Array::Iterator findMeshMirror(const void* meshAddress, physx::PxCudaContextManager& ctx); class PxPhysXGpu* getPhysXGpu(bool createIfNeeded, const char* functionName, bool doWarn = true); bool checkNewMirror(const void* meshPtr, physx::PxCudaContextManager& ctx, const char* functionName); bool checkMirrorExists(Ps::Array::Iterator it, const char* functionName); bool checkMirrorHandle(PxU32 mirrorHandle, const char* functionName); void addMeshMirror(const void* meshPtr, PxU32 mirrorHandle, physx::PxCudaContextManager& ctx); void removeMeshMirror(const void* meshPtr, PxU32 mirrorHandle); void releaseMeshMirror(const void* meshPtr, const char* functionName, physx::PxCudaContextManager* ctx); Ps::Array mMeshMirrors; class NpPhysics& mNpPhysics; }; } #endif #endif