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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include "Types.h"
#include "Range.h"
#include "Allocator.h"
#include "Vec4T.h"
namespace nvidia
{
namespace cloth
{
struct TripletScheduler
{
typedef Vector<Vec4u>::Type::ConstIterator ConstTripletIter;
typedef Vector<Vec4u>::Type::Iterator TripletIter;
TripletScheduler(Range<const uint32_t[4]>);
void simd(uint32_t numParticles, uint32_t simdWidth);
void warp(uint32_t numParticles, uint32_t warpWidth);
Vector<Vec4u>::Type mTriplets;
Vector<uint32_t>::Type mSetSizes;
};
}
}
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