genesis-3d_engine/Engine/ExtIncludes/physX3/windows/pxtask/PxTaskManager.h

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// This code contains NVIDIA Confidential Information and is disclosed to you
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//
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// license agreement from NVIDIA Corporation is strictly prohibited.
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// information or for any infringement of patents or other rights of third parties that may
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
#ifndef PX_TASK_MANAGER_H
#define PX_TASK_MANAGER_H
#include "foundation/Px.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
class PxProfileZoneManager;
namespace pxtask
{
PX_PUSH_PACK_DEFAULT
class BaseTask;
class Task;
class LightCpuTask;
class SpuTask;
typedef unsigned long TaskID;
/**
\brief Identifies the type of each heavyweight Task object
\note This enum type is only used by Task and GpuTask objects, LightCpuTasks do not use this enum.
@see Task
@see LightCpuTask
*/
struct TaskType
{
/**
* \brief Identifies the type of each heavyweight Task object
*/
enum Enum
{
TT_CPU, //!< Task will be run on the CPU
TT_GPU, //!< Task will be run on the GPU
TT_NOT_PRESENT, //!< Return code when attempting to find a task that does not exist
TT_COMPLETED //!< Task execution has been completed
};
};
class CpuDispatcher;
class SpuDispatcher;
class GpuDispatcher;
/**
\brief The TaskManager interface
A TaskManager instance holds references to user-provided dispatcher objects, when tasks are
submitted the TaskManager routes them to the appropriate dispatcher and handles task profiling if enabled.
Users should not implement the TaskManager interface, the SDK creates it's own concrete TaskManager object
per-scene which users can configure by passing dispatcher objects into the PxSceneDesc.
@see PxSceneDesc
@see CpuDispatcher
@see GpuDispatcher
@see SpuDispatcher
*/
class TaskManager
{
public:
/**
\brief Set the user-provided dispatcher object for CPU tasks
\param[in] ref The dispatcher object.
@see CpuDispatcher
*/
virtual void setCpuDispatcher(CpuDispatcher& ref) = 0;
/**
\brief Set the user-provided dispatcher object for GPU tasks
\param[in] ref The dispatcher object.
@see GpuDispatcher
*/
virtual void setGpuDispatcher(GpuDispatcher& ref) = 0;
/**
\brief Set the user-provided dispatcher object for SPU tasks
\param[in] ref The dispatcher object.
@see SpuDispatcher
*/
virtual void setSpuDispatcher(SpuDispatcher& ref) = 0;
/**
\brief Set profile zone used for task profiling.
\param[in] ref The profile zone manager
@see PxProfileZoneManager
*/
virtual void initializeProfiling(PxProfileZoneManager& ref) = 0;
/**
\brief Get the user-provided dispatcher object for CPU tasks
\return The CPU dispatcher object.
@see CpuDispatcher
*/
virtual CpuDispatcher* getCpuDispatcher() const = 0;
/**
\brief Get the user-provided dispatcher object for GPU tasks
\return The GPU dispatcher object.
@see GpuDispatcher
*/
virtual GpuDispatcher* getGpuDispatcher() const = 0;
/**
\brief Get the user-provided dispatcher object for SPU tasks
\return The SPU dispatcher object.
@see SpuDispatcher
*/
virtual SpuDispatcher* getSpuDispatcher() const = 0;
/**
\brief Reset any dependencies between Tasks
\note Will be called at the start of every frame before tasks are submited.
@see Task
*/
virtual void resetDependencies() = 0;
/**
\brief Called by the owning scene to start the task graph.
\note All tasks with with ref count of 1 will be dispatched.
@see Task
*/
virtual void startSimulation() = 0;
/**
\brief Called by the owning scene at the end of a simulation step to synchronize the GpuDispatcher
@see GpuDispatcher
*/
virtual void stopSimulation() = 0;
/**
\brief Called by the worker threads to inform the TaskManager that a task has completed processing
\param[in] task The task which has been completed
*/
virtual void taskCompleted(Task& task) = 0;
/**
\brief Retrieve a task by name
\param[in] name The unique name of a task
\return The ID of the task with that name, or TT_NOT_PRESENT if not found
*/
virtual TaskID getNamedTask(const char* name) = 0;
/**
\brief Submit a task with a unique name.
\param[in] task The task to be executed
\param[in] name The unique name of a task
\param[in] type The type of the task (default TT_CPU)
\return The ID of the task with that name, or TT_NOT_PRESENT if not found
*/
virtual TaskID submitNamedTask(Task* task, const char* name, TaskType::Enum type = TaskType::TT_CPU) = 0;
/**
\brief Submit an unnamed task.
\param[in] task The task to be executed
\param[in] type The type of the task (default TT_CPU)
\return The ID of the task with that name, or TT_NOT_PRESENT if not found
*/
virtual TaskID submitUnnamedTask(Task& task, TaskType::Enum type = TaskType::TT_CPU) = 0;
/**
\brief Retrive a task given a task ID
\param[in] id The ID of the task to return, a valid ID must be passed or results are undefined
\return The task associated with the ID
*/
virtual Task* getTaskFromID(TaskID id) = 0;
/**
\brief Release the TaskManager object, referneced dispatchers will not be released
*/
virtual void release() = 0;
/**
\brief Construct a new TaskManager instance with the given [optional] dispatchers
*/
static TaskManager* createTaskManager(CpuDispatcher* = 0, GpuDispatcher* = 0, SpuDispatcher* = 0);
protected:
virtual ~TaskManager() {}
/*! \cond PRIVATE */
virtual void finishBefore(Task& task, TaskID taskID) = 0;
virtual void startAfter(Task& task, TaskID taskID) = 0;
virtual void addReference(TaskID taskID) = 0;
virtual void decrReference(TaskID taskID) = 0;
virtual PxI32 getReference(TaskID taskID) const = 0;
virtual void decrReference(LightCpuTask&) = 0;
virtual void addReference(LightCpuTask&) = 0;
virtual void decrReference(SpuTask& spuTask) = 0;
virtual void emitStartEvent(BaseTask&) = 0;
virtual void emitStopEvent(BaseTask&) = 0;
/*! \endcond */
friend class BaseTask;
friend class Task;
friend class LightCpuTask;
friend class SpuTask;
friend class GpuWorkerThread;
};
PX_POP_PACK
} // end pxtask namespace
#ifndef PX_DOXYGEN
} // end physx namespace
#endif
#endif