feat(physics): wire physx sdk into build
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154
engine/third_party/physx/source/common/src/CmFlushPool.h
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154
engine/third_party/physx/source/common/src/CmFlushPool.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 CM_FLUSH_POOL_H
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#define CM_FLUSH_POOL_H
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#include "foundation/PxUserAllocated.h"
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#include "foundation/PxBitUtils.h"
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#include "foundation/PxMutex.h"
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#include "foundation/PxArray.h"
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/*
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Pool used to allocate variable sized tasks. It's intended to be cleared after a short period (time step).
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*/
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namespace physx
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{
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namespace Cm
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{
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static const PxU32 sSpareChunkCount = 2;
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class FlushPool
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{
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PX_NOCOPY(FlushPool)
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public:
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FlushPool(PxU32 chunkSize) : mChunks("FlushPoolChunk"), mChunkIndex(0), mOffset(0), mChunkSize(chunkSize)
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{
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mChunks.pushBack(static_cast<PxU8*>(PX_ALLOC(mChunkSize, "PxU8")));
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}
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~FlushPool()
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{
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for (PxU32 i = 0; i < mChunks.size(); ++i)
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PX_FREE(mChunks[i]);
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}
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// alignment must be a power of two
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void* allocate(PxU32 size, PxU32 alignment=16)
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{
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PxMutex::ScopedLock lock(mMutex);
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return allocateNotThreadSafe(size, alignment);
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}
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// alignment must be a power of two
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void* allocateNotThreadSafe(PxU32 size, PxU32 alignment=16)
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{
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PX_ASSERT(PxIsPowerOfTwo(alignment));
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PX_ASSERT(size <= mChunkSize && !mChunks.empty());
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// padding for alignment
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size_t unalignedStart = size_t(mChunks[mChunkIndex]+mOffset);
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PxU32 pad = PxU32(((unalignedStart+alignment-1)&~(size_t(alignment)-1)) - unalignedStart);
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if (mOffset + size + pad > mChunkSize)
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{
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mChunkIndex++;
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mOffset = 0;
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if (mChunkIndex >= mChunks.size())
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mChunks.pushBack(static_cast<PxU8*>(PX_ALLOC(mChunkSize, "PxU8")));
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// update padding to ensure new alloc is aligned
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unalignedStart = size_t(mChunks[mChunkIndex]);
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pad = PxU32(((unalignedStart+alignment-1)&~(size_t(alignment)-1)) - unalignedStart);
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}
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void* ptr = mChunks[mChunkIndex] + mOffset + pad;
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PX_ASSERT((size_t(ptr)&(size_t(alignment)-1)) == 0);
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mOffset += size + pad;
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return ptr;
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}
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void clear(PxU32 spareChunkCount = sSpareChunkCount)
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{
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PxMutex::ScopedLock lock(mMutex);
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clearNotThreadSafe(spareChunkCount);
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}
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void clearNotThreadSafe(PxU32 spareChunkCount = sSpareChunkCount)
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{
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//release memory not used previously
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PxU32 targetSize = mChunkIndex+spareChunkCount;
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while (mChunks.size() > targetSize)
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{
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PxU8* ptr = mChunks.popBack();
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PX_FREE(ptr);
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}
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mChunkIndex = 0;
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mOffset = 0;
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}
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void resetNotThreadSafe()
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{
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PxU8* firstChunk = mChunks[0];
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for (PxU32 i = 1; i < mChunks.size(); ++i)
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PX_FREE(mChunks[i]);
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mChunks.clear();
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mChunks.pushBack(firstChunk);
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mChunkIndex = 0;
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mOffset = 0;
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}
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void lock()
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{
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mMutex.lock();
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}
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void unlock()
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{
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mMutex.unlock();
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}
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private:
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PxMutex mMutex;
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PxArray<PxU8*> mChunks;
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PxU32 mChunkIndex;
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PxU32 mOffset;
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PxU32 mChunkSize;
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};
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} // namespace Cm
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}
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#endif
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