Space-Project/dependencies/physx-4.1/source/physxgpu/include/PxPhysXGpu.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
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// 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.
//
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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//
// 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_PHYSX_GPU_H
#define PX_PHYSX_GPU_H
#include "task/PxTask.h"
#include "Ps.h"
#include "PsArray.h"
#include "foundation/PxBounds3.h"
#include "common/PxPhysXCommonConfig.h"
#include "CmPhysXCommon.h"
#include "PxSceneDesc.h"
namespace physx
{
class PxFoundation;
class PxCudaContextManagerDesc;
class PxvNphaseImplementationContext;
class PxsContext;
class PxsKernelWranglerManager;
class PxvNphaseImplementationFallback;
struct PxgDynamicsMemoryConfig;
class PxsMemoryManager;
class PxsHeapMemoryAllocatorManager;
class PxsSimulationController;
class PxsSimulationControllerCallback;
class PxDelayLoadHook;
struct PxvSimStats;
namespace Bp
{
class BroadPhase;
}
namespace Dy
{
class Context;
}
namespace IG
{
class IslandSim;
class SimpleIslandManager;
}
namespace Cm
{
class FlushPool;
}
/**
\brief Interface to create and run CUDA enabled PhysX features.
The methods of this interface are expected not to be called concurrently.
Also they are expected to not be called concurrently with any tasks spawned before the end pipeline ... TODO make clear.
*/
class PxPhysXGpu
{
public:
/**
\brief Closes this instance of the interface.
*/
virtual void release() = 0;
/**
Create GPU memory manager.
*/
virtual PxsMemoryManager* createGpuMemoryManager(PxCudaContextManager* cudaContextManager, class PxGraphicsContextManager* graphicsContextManager) = 0;
virtual PxsHeapMemoryAllocatorManager* createGpuHeapMemoryAllocatorManager(
const PxU32 heapCapacity,
PxsMemoryManager* memoryManager,
const PxU32 gpuComputeVersion) = 0;
/**
Create GPU kernel wrangler manager.
*/
virtual PxsKernelWranglerManager* createGpuKernelWranglerManager(
PxCudaContextManager* cudaContextManager,
PxErrorCallback& errorCallback,
const PxU32 gpuComputeVersion) = 0;
/**
Create GPU broadphase.
*/
virtual Bp::BroadPhase* createGpuBroadPhase(
PxsKernelWranglerManager* gpuKernelWrangler,
PxCudaContextManager* cudaContextManager,
PxGraphicsContextManager* graphicsContext,
const PxU32 gpuComputeVersion,
const PxgDynamicsMemoryConfig& config,
PxsHeapMemoryAllocatorManager* heapMemoryManager) = 0;
/**
Create GPU narrow phase context.
*/
virtual PxvNphaseImplementationContext* createGpuNphaseImplementationContext(PxsContext& context,
PxsKernelWranglerManager* gpuKernelWrangler,
PxvNphaseImplementationFallback* fallbackForUnsupportedCMs,
const PxgDynamicsMemoryConfig& gpuDynamicsConfig, void* contactStreamBase, void* patchStreamBase, void* forceAndIndiceStreamBase,
Ps::Array<PxBounds3, Ps::VirtualAllocator>& bounds, IG::IslandSim* islandSim,
physx::Dy::Context* dynamicsContext, const PxU32 gpuComputeVersion, PxsHeapMemoryAllocatorManager* heapMemoryManager) = 0;
/**
Create GPU simulation controller.
*/
virtual PxsSimulationController* createGpuSimulationController(PxsKernelWranglerManager* gpuWranglerManagers,
PxCudaContextManager* cudaContextManager, PxGraphicsContextManager* graphicsContextManager,
Dy::Context* dynamicContext, PxvNphaseImplementationContext* npContext, Bp::BroadPhase* bp,
const bool useGpuBroadphase, IG::SimpleIslandManager* simpleIslandSim,
PxsSimulationControllerCallback* callback, const PxU32 gpuComputeVersion, PxsHeapMemoryAllocatorManager* heapMemoryManager) = 0;
/**
Create GPU dynamics context.
*/
virtual Dy::Context* createGpuDynamicsContext(Cm::FlushPool& taskPool, PxsKernelWranglerManager* gpuKernelWragler,
PxCudaContextManager* cudaContextManager, PxGraphicsContextManager* graphicsContextManager,
const PxgDynamicsMemoryConfig& config, IG::IslandSim* accurateIslandSim, const PxU32 maxNumPartitions,
const bool enableStabilization, const bool useEnhancedDeterminism, const bool useAdaptiveForce, const PxReal maxBiasCoefficient,
const PxU32 gpuComputeVersion, PxvSimStats& simStats, PxsHeapMemoryAllocatorManager* heapMemoryManager,
const bool frictionEveryIteration, PxSolverType::Enum solverType) = 0;
};
}
/**
Create PxPhysXGpu interface class.
*/
PX_C_EXPORT PX_PHYSX_GPU_API physx::PxPhysXGpu* PX_CALL_CONV PxCreatePhysXGpu();
/**
Create a cuda context manager.
*/
PX_C_EXPORT PX_PHYSX_GPU_API physx::PxCudaContextManager* PX_CALL_CONV PxCreateCudaContextManager(physx::PxFoundation& foundation, const physx::PxCudaContextManagerDesc& desc, physx::PxProfilerCallback* profilerCallback = NULL);
/**
Query the device ordinal - depends on control panel settings.
*/
PX_C_EXPORT PX_PHYSX_GPU_API int PX_CALL_CONV PxGetSuggestedCudaDeviceOrdinal(physx::PxErrorCallback& errc);
namespace grid
{
class ServerImpl;
class ClientContextPredictionManager;
}
PX_C_EXPORT PX_PHYSX_GPU_API grid::ClientContextPredictionManager* PX_CALL_CONV PxCreateCudaClientContextManager(grid::ServerImpl* server, physx::PxU32 maxNbSleepMsg);
#endif // PX_PHYSX_GPU_H