feat(physics): wire physx sdk into build
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engine/third_party/physx/include/extensions/PxDefaultCpuDispatcher.h
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engine/third_party/physx/include/extensions/PxDefaultCpuDispatcher.h
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_DEFAULT_CPU_DISPATCHER_H
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#define PX_DEFAULT_CPU_DISPATCHER_H
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#include "common/PxPhysXCommonConfig.h"
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#include "task/PxCpuDispatcher.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief A default implementation for a CPU task dispatcher.
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\see PxDefaultCpuDispatcherCreate() PxCpuDispatcher
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*/
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class PxDefaultCpuDispatcher : public PxCpuDispatcher
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{
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public:
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/**
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\brief Deletes the dispatcher.
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Do not keep a reference to the deleted instance.
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\see PxDefaultCpuDispatcherCreate()
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*/
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virtual void release() = 0;
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/**
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\brief Enables profiling at task level.
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\note By default enabled only in profiling builds.
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\param[in] runProfiled True if tasks should be profiled.
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*/
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virtual void setRunProfiled(bool runProfiled) = 0;
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/**
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\brief Checks if profiling is enabled at task level.
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\return True if tasks should be profiled.
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*/
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virtual bool getRunProfiled() const = 0;
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};
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/**
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\brief If a thread ends up waiting for work it will find itself in a spin-wait loop until work becomes available.
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Three strategies are available to limit wasted cycles.
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The strategies are as follows:
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a) wait until a work task signals the end of the spin-wait period.
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b) yield the thread by providing a hint to reschedule thread execution, thereby allowing other threads to run.
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c) yield the processor by informing it that it is waiting for work and requesting it to more efficiently use compute resources.
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*/
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struct PxDefaultCpuDispatcherWaitForWorkMode
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{
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enum Enum
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{
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eWAIT_FOR_WORK,
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eYIELD_THREAD,
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eYIELD_PROCESSOR
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};
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};
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/**
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\brief Create default dispatcher, extensions SDK needs to be initialized first.
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\param[in] numThreads Number of worker threads the dispatcher should use.
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\param[in] affinityMasks Array with affinity mask for each thread. If not defined, default masks will be used.
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\param[in] mode is the strategy employed when a busy-wait is encountered.
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\param[in] yieldProcessorCount specifies the number of times a OS-specific yield processor command will be executed
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during each cycle of a busy-wait in the event that the specified mode is eYIELD_PROCESSOR
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\note numThreads may be zero in which case no worker thread are initialized and
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simulation tasks will be executed on the thread that calls PxScene::simulate()
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\note yieldProcessorCount must be greater than zero if eYIELD_PROCESSOR is the chosen mode and equal to zero for all other modes.
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\note eYIELD_THREAD and eYIELD_PROCESSOR modes will use compute resources even if the simulation is not running.
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It is left to users to keep threads inactive, if so desired, when no simulation is running.
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\see PxDefaultCpuDispatcher
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*/
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PxDefaultCpuDispatcher* PxDefaultCpuDispatcherCreate(PxU32 numThreads, PxU32* affinityMasks = NULL, PxDefaultCpuDispatcherWaitForWorkMode::Enum mode = PxDefaultCpuDispatcherWaitForWorkMode::eWAIT_FOR_WORK, PxU32 yieldProcessorCount = 0);
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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#endif
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