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// 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) 2008-2018 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 PXC_NPTHREADCONTEXT_H
#define PXC_NPTHREADCONTEXT_H
#include "PxvConfig.h"
#include "CmScaling.h"
#include "CmRenderOutput.h"
#include "PxcNpCacheStreamPair.h"
#include "PxcConstraintBlockStream.h"
#include "GuContactBuffer.h"
#include "PxvContext.h"
#include "PxcThreadCoherentCache.h"
#include "CmBitMap.h"
#include "../pcm/GuPersistentContactManifold.h"
namespace physx
{
class PxsTransformCache;
class PxsMaterialManager;
namespace Sc
{
class BodySim;
}
/*!
Per-thread context used by contact generation routines.
*/
struct PxcDataStreamPool
{
PxU8* mDataStream;
PxI32 mSharedDataIndex;
PxU32 mDataStreamSize;
PxU32 mSharedDataIndexGPU;
bool isOverflown() const
{
//FD: my expectaton is that reading those variables is atomic, shared indices are non-decreasing,
//so we can only get a false overflow alert because of concurrency issues, which is not a big deal as it means
//it did overflow a bit later
return mSharedDataIndex + mSharedDataIndexGPU >= mDataStreamSize;
}
};
struct PxcNpContext
{
private:
PX_NOCOPY(PxcNpContext)
public:
PxcNpContext() :
mNpMemBlockPool (mScratchAllocator),
mMeshContactMargin (0.0f),
mToleranceLength (0.0f),
mCreateContactStream (false),
mContactStreamPool (NULL),
mPatchStreamPool (NULL),
mForceAndIndiceStreamPool(NULL),
mMaterialManager (NULL)
{
}
PxcScratchAllocator mScratchAllocator;
PxcNpMemBlockPool mNpMemBlockPool;
PxReal mMeshContactMargin;
PxReal mToleranceLength;
Cm::RenderBuffer mRenderBuffer;
bool mCreateContactStream; // flag to enforce that contacts are stored persistently per workunit. Used for PVD.
PxcDataStreamPool* mContactStreamPool;
PxcDataStreamPool* mPatchStreamPool;
PxcDataStreamPool* mForceAndIndiceStreamPool;
PxcDataStreamPool* mConstraintWriteBackStreamPool;
PxsMaterialManager* mMaterialManager;
PX_FORCE_INLINE PxReal getToleranceLength() const { return mToleranceLength; }
PX_FORCE_INLINE void setToleranceLength(PxReal x) { mToleranceLength = x; }
PX_FORCE_INLINE PxReal getMeshContactMargin() const { return mMeshContactMargin; }
PX_FORCE_INLINE void setMeshContactMargin(PxReal x) { mMeshContactMargin = x; }
PX_FORCE_INLINE bool getCreateContactStream() { return mCreateContactStream; }
PX_FORCE_INLINE PxcNpMemBlockPool& getNpMemBlockPool() { return mNpMemBlockPool; }
PX_FORCE_INLINE const PxcNpMemBlockPool& getNpMemBlockPool() const { return mNpMemBlockPool; }
PX_FORCE_INLINE void setMaterialManager(PxsMaterialManager* m){ mMaterialManager = m; }
PX_FORCE_INLINE PxsMaterialManager* getMaterialManager() const { return mMaterialManager; }
Cm::RenderOutput getRenderOutput() { return Cm::RenderOutput(mRenderBuffer); }
};
class PxcNpThreadContext : public PxcThreadCoherentCache<PxcNpThreadContext, PxcNpContext>::EntryBase
{
PX_NOCOPY(PxcNpThreadContext)
public:
PxcNpThreadContext(PxcNpContext* params);
~PxcNpThreadContext();
#if PX_ENABLE_SIM_STATS
void clearStats();
#endif
PX_FORCE_INLINE void setCreateContactStream(bool to) { mCreateContactStream = to; }
PX_FORCE_INLINE void addLocalNewTouchCount(PxU32 newTouchCMCount) { mLocalNewTouchCount += newTouchCMCount; }
PX_FORCE_INLINE void addLocalLostTouchCount(PxU32 lostTouchCMCount) { mLocalLostTouchCount += lostTouchCMCount; }
PX_FORCE_INLINE PxU32 getLocalNewTouchCount() const { return mLocalNewTouchCount; }
PX_FORCE_INLINE PxU32 getLocalLostTouchCount() const { return mLocalLostTouchCount; }
PX_FORCE_INLINE void addLocalFoundPatchCount(PxU32 foundPatchCount) { mLocalFoundPatchCount += foundPatchCount; }
PX_FORCE_INLINE void addLocalLostPatchCount(PxU32 lostPatchCount) { mLocalLostPatchCount += lostPatchCount; }
PX_FORCE_INLINE PxU32 getLocalFoundPatchCount() const { return mLocalFoundPatchCount; }
PX_FORCE_INLINE PxU32 getLocalLostPatchCount() const { return mLocalLostPatchCount; }
PX_FORCE_INLINE Cm::BitMap& getLocalChangeTouch() { return mLocalChangeTouch; }
PX_FORCE_INLINE Cm::BitMap& getLocalPatchChangeMap() { return mLocalPatchCountChange; }
void reset(PxU32 cmCount);
// debugging
Cm::RenderOutput mRenderOutput;
// dsequeira: Need to think about this block pool allocation a bit more. Ideally we'd be
// taking blocks from a single pool, except that we want to be able to selectively reclaim
// blocks if the user needs to defragment, depending on which artifacts they're willing
// to tolerate, such that the blocks we don't reclaim are contiguous.
#if PX_ENABLE_SIM_STATS
PxU32 mDiscreteContactPairs [PxGeometryType::eGEOMETRY_COUNT][PxGeometryType::eGEOMETRY_COUNT];
PxU32 mModifiedContactPairs [PxGeometryType::eGEOMETRY_COUNT][PxGeometryType::eGEOMETRY_COUNT];
#endif
PxcContactBlockStream mContactBlockStream; // constraint block pool
PxcNpCacheStreamPair mNpCacheStreamPair; // narrow phase pairwise data cache
// Everything below here is scratch state. Most of it can even overlap.
// temporary contact buffer
Gu::ContactBuffer mContactBuffer;
PX_ALIGN(16, Gu::MultiplePersistentContactManifold mTempManifold);
Gu::NarrowPhaseParams mNarrowPhaseParams;
// DS: this stuff got moved here from the PxcNpPairContext. As Pierre says:
////////// PT: those members shouldn't be there in the end, it's not necessary
Ps::Array<Sc::BodySim*> mBodySimPool;
PxsTransformCache* mTransformCache;
PxReal* mContactDistance;
bool mPCM;
bool mContactCache;
bool mCreateContactStream; // flag to enforce that contacts are stored persistently per workunit. Used for PVD.
bool mCreateAveragePoint; // flag to enforce whether we create average points
#if PX_ENABLE_SIM_STATS
PxU32 mCompressedCacheSize;
PxU32 mNbDiscreteContactPairsWithCacheHits;
PxU32 mNbDiscreteContactPairsWithContacts;
#endif
PxReal mDt; // AP: still needed for ccd
PxU32 mCCDPass;
PxU32 mCCDFaceIndex;
PxU32 mMaxPatches;
//PxU32 mTotalContactCount;
PxU32 mTotalCompressedCacheSize;
//PxU32 mTotalPatchCount;
PxcDataStreamPool* mContactStreamPool;
PxcDataStreamPool* mPatchStreamPool;
PxcDataStreamPool* mForceAndIndiceStreamPool; //this stream is used to store the force buffer and triangle index if we are performing mesh/heightfield contact gen
PxcDataStreamPool* mConstraintWriteBackStreamPool;
PxsMaterialManager* mMaterialManager;
private:
// change touch handling.
Cm::BitMap mLocalChangeTouch;
Cm::BitMap mLocalPatchCountChange;
PxU32 mLocalNewTouchCount;
PxU32 mLocalLostTouchCount;
PxU32 mLocalFoundPatchCount;
PxU32 mLocalLostPatchCount;
};
}
#endif
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