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//
// 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) 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.
#include "SwFactory.h"
#if ENABLE_CUFACTORY
#include "CuFactory.h"
#endif
#if ENABLE_DXFACTORY
#include "windows/DxFactory.h"
//#include "PxGraphicsContextManager.h"
#pragma warning(disable : 4668 4917 4365 4061 4005)
#if PX_XBOXONE
#include <d3d11_x.h>
#else
#include <d3d11.h>
#endif
#endif
namespace nvidia
{
namespace cloth
{
uint32_t getNextFabricId()
{
static uint32_t sNextFabricId = 0;
return sNextFabricId++;
}
}
}
using namespace nvidia;
cloth::Factory* cloth::Factory::createFactory(Platform platform, void* contextManager)
{
PX_UNUSED(contextManager);
if(platform == Factory::CPU)
return new SwFactory;
#if ENABLE_CUFACTORY
if(platform == Factory::CUDA)
return new CuFactory((PxCudaContextManager*)contextManager);
#endif
#if ENABLE_DXFACTORY
if(platform == Factory::DirectCompute)
{
//physx::PxGraphicsContextManager* graphicsContextManager = (physx::PxGraphicsContextManager*)contextManager;
//if(graphicsContextManager->getDevice()->GetFeatureLevel() >= D3D_FEATURE_LEVEL_11_0)
// return new DxFactory(graphicsContextManager);
}
#endif
return 0;
}
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