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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) 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 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<ParticleSystemSimCpu, ContextCpu> mParticleSystemPool;
Cm::PoolList<ParticleShapeCpu, ContextCpu> 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
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