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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) 2008-2016 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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