GRK/dependencies/physx-4.1/include/task/PxCpuDispatcher.h
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2022-01-12 16:07:16 +01:00

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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
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// * Redistributions in binary form must reproduce the above copyright
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// from this software without specific prior written permission.
//
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
#ifndef PXTASK_PXCPUDISPATCHER_H
#define PXTASK_PXCPUDISPATCHER_H
#include "task/PxTaskDefine.h"
#include "foundation/PxSimpleTypes.h"
namespace physx
{
class PxBaseTask;
/**
\brief A CpuDispatcher is responsible for scheduling the execution of tasks passed to it by the SDK.
A typical implementation would for example use a thread pool with the dispatcher
pushing tasks onto worker thread queues or a global queue.
@see PxBaseTask
@see PxTask
@see PxTaskManager
*/
class PxCpuDispatcher
{
public:
/**
\brief Called by the TaskManager when a task is to be queued for execution.
Upon receiving a task, the dispatcher should schedule the task
to run when resource is available. After the task has been run,
it should call the release() method and discard it's pointer.
\param[in] task The task to be run.
@see PxBaseTask
*/
virtual void submitTask( PxBaseTask& task ) = 0;
/**
\brief Returns the number of available worker threads for this dispatcher.
The SDK will use this count to control how many tasks are submitted. By
matching the number of tasks with the number of execution units task
overhead can be reduced.
*/
virtual uint32_t getWorkerCount() const = 0;
virtual ~PxCpuDispatcher() {}
};
} // end physx namespace
#endif // PXTASK_PXCPUDISPATCHER_H