Projekt_Grafika/dependencies/physx-4.1/source/common/src/CmTask.h

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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) 2008-2019 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 PX_PHYSICS_COMMON_TASK
#define PX_PHYSICS_COMMON_TASK
#include "task/PxTask.h"
#include "CmPhysXCommon.h"
#include "PsUserAllocated.h"
#include "PsAtomic.h"
#include "PsMutex.h"
#include "PsInlineArray.h"
#include "PsFPU.h"
namespace physx
{
namespace Cm
{
// wrapper around the public PxLightCpuTask
// internal SDK tasks should be inherited from
// this and override the runInternal() method
// to ensure that the correct floating point
// state is set / reset during execution
class Task : public physx::PxLightCpuTask
{
public:
Task(PxU64 contextId)
{
mContextID = contextId;
}
virtual void run()
{
#if PX_SWITCH // special case because default rounding mode is not nearest
PX_FPU_GUARD;
#else
PX_SIMD_GUARD;
#endif
runInternal();
}
virtual void runInternal()=0;
};
// same as Cm::Task but inheriting from physx::PxBaseTask
// instead of PxLightCpuTask
class BaseTask : public physx::PxBaseTask
{
public:
virtual void run()
{
#if PX_SWITCH // special case because default rounding mode is not nearest
PX_FPU_GUARD;
#else
PX_SIMD_GUARD;
#endif
runInternal();
}
virtual void runInternal()=0;
};
template <class T, void (T::*Fn)(physx::PxBaseTask*) >
class DelegateTask : public Cm::Task, public shdfnd::UserAllocated
{
public:
DelegateTask(PxU64 contextID, T* obj, const char* name) : Cm::Task(contextID), mObj(obj), mName(name) {}
virtual void runInternal()
{
(mObj->*Fn)(mCont);
}
virtual const char* getName() const
{
return mName;
}
void setObject(T* obj) { mObj = obj; }
private:
T* mObj;
const char* mName;
};
/**
\brief A task that maintains a list of dependent tasks.
This task maintains a list of dependent tasks that have their reference counts
reduced on completion of the task.
The refcount is incremented every time a dependent task is added.
*/
class FanoutTask : public Cm::BaseTask
{
PX_NOCOPY(FanoutTask)
public:
FanoutTask(PxU64 contextID, const char* name) : Cm::BaseTask(), mRefCount(0), mName(name), mNotifySubmission(false) { mContextID = contextID; }
virtual void runInternal() {}
virtual const char* getName() const { return mName; }
/**
Swap mDependents with mReferencesToRemove when refcount goes to 0.
*/
virtual void removeReference()
{
shdfnd::Mutex::ScopedLock lock(mMutex);
if (!physx::shdfnd::atomicDecrement(&mRefCount))
{
// prevents access to mReferencesToRemove until release
physx::shdfnd::atomicIncrement(&mRefCount);
mNotifySubmission = false;
PX_ASSERT(mReferencesToRemove.empty());
for (PxU32 i = 0; i < mDependents.size(); i++)
mReferencesToRemove.pushBack(mDependents[i]);
mDependents.clear();
mTm->getCpuDispatcher()->submitTask(*this);
}
}
/**
\brief Increases reference count
*/
virtual void addReference()
{
shdfnd::Mutex::ScopedLock lock(mMutex);
physx::shdfnd::atomicIncrement(&mRefCount);
mNotifySubmission = true;
}
/**
\brief Return the ref-count for this task
*/
PX_INLINE PxI32 getReference() const
{
return mRefCount;
}
/**
Sets the task manager. Doesn't increase the reference count.
*/
PX_INLINE void setTaskManager(physx::PxTaskManager& tm)
{
mTm = &tm;
}
/**
Adds a dependent task. It also sets the task manager querying it from the dependent task.
The refcount is incremented every time a dependent task is added.
*/
PX_INLINE void addDependent(physx::PxBaseTask& dependent)
{
shdfnd::Mutex::ScopedLock lock(mMutex);
physx::shdfnd::atomicIncrement(&mRefCount);
mTm = dependent.getTaskManager();
mDependents.pushBack(&dependent);
dependent.addReference();
mNotifySubmission = true;
}
/**
Reduces reference counts of the continuation task and the dependent tasks, also
clearing the copy of continuation and dependents task list.
*/
virtual void release()
{
Ps::InlineArray<physx::PxBaseTask*, 10> referencesToRemove;
{
shdfnd::Mutex::ScopedLock lock(mMutex);
const PxU32 contCount = mReferencesToRemove.size();
referencesToRemove.reserve(contCount);
for (PxU32 i=0; i < contCount; ++i)
referencesToRemove.pushBack(mReferencesToRemove[i]);
mReferencesToRemove.clear();
// allow access to mReferencesToRemove again
if (mNotifySubmission)
{
removeReference();
}
else
{
physx::shdfnd::atomicDecrement(&mRefCount);
}
// the scoped lock needs to get freed before the continuation tasks get (potentially) submitted because
// those continuation tasks might trigger events that delete this task and corrupt the memory of the
// mutex (for example, assume this task is a member of the scene then the submitted tasks cause the simulation
// to finish and then the scene gets released which in turn will delete this task. When this task then finally
// continues the heap memory will be corrupted.
}
for (PxU32 i=0; i < referencesToRemove.size(); ++i)
referencesToRemove[i]->removeReference();
}
protected:
volatile PxI32 mRefCount;
const char* mName;
Ps::InlineArray<physx::PxBaseTask*, 4> mDependents;
Ps::InlineArray<physx::PxBaseTask*, 4> mReferencesToRemove;
bool mNotifySubmission;
Ps::Mutex mMutex; // guarding mDependents and mNotifySubmission
};
/**
\brief Specialization of FanoutTask class in order to provide the delegation mechanism.
*/
template <class T, void (T::*Fn)(physx::PxBaseTask*) >
class DelegateFanoutTask : public FanoutTask, public shdfnd::UserAllocated
{
public:
DelegateFanoutTask(PxU64 contextID, T* obj, const char* name) :
FanoutTask(contextID, name), mObj(obj) { }
virtual void runInternal()
{
physx::PxBaseTask* continuation = mReferencesToRemove.empty() ? NULL : mReferencesToRemove[0];
(mObj->*Fn)(continuation);
}
void setObject(T* obj) { mObj = obj; }
private:
T* mObj;
};
} // namespace Cm
}
#endif