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

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// This code contains NVIDIA Confidential Information and is disclosed to you
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//
// Notice
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#ifndef PX_CPU_DISPATCHER_H
#define PX_CPU_DISPATCHER_H
#include "foundation/Px.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
namespace pxtask
{
class BaseTask;
/**
\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 BaseTask
@see Task
@see TaskManager
*/
class CpuDispatcher
{
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 BaseTask
*/
virtual void submitTask( BaseTask& 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 PxU32 getWorkerCount() const = 0;
virtual ~CpuDispatcher() {}
};
} // end pxtask namespace
#ifndef PX_DOXYGEN
} // end physx namespace
#endif
#endif