void Ext::DefaultCpuDispatcher::submitTask(PxBaseTask& task)
{
	if(!mNumThreads)
	{
		// no worker threads, run directly
		task.runProfiled();
		task.release();
		return;
	}

	Ps::Thread::Id currentThread = Ps::Thread::getId();

	// TODO: Could use TLS to make this more efficient
	for(PxU32 i = 0; i < mNumThreads; ++i)
	{
		if(mWorkerThreads[i].tryAcceptJobToLocalQueue(task, currentThread))
			return mWorkReady.set();
	}

	SharedQueueEntry* entry = mQueueEntryPool.getEntry(&task);
	if (entry)
	{
		mJobList.push(*entry);
		mWorkReady.set();
	}
}
void Ext::CpuWorkerThread::execute()
{
	mThreadId = getId();

	while (!quitIsSignalled())
    {
        mOwner->resetWakeSignal();

		PxBaseTask* task = TaskQueueHelper::fetchTask(mLocalJobList, mQueueEntryPool);

		if(!task)
			task = mOwner->fetchNextTask();
		
		if (task)
		{
			mOwner->runTask(*task);
			task->release();
		}
		else
		{
			mOwner->waitForWork();
		}
	}

	quit();
}
void Ext::DefaultCpuDispatcher::runTask(PxBaseTask& task)
{
#ifdef PX_PROFILE
	task.runProfiled();
#else
	task.run();
#endif
}
Esempio n. 4
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	virtual void release()
	{
		// We used to do Task::release(); here before fixing DE1106 (xbox pure virtual crash)
		// Release in turn causes the dependent tasks to start running
		// The problem was that between the time release was called and by the time we got to the destructor
		// The task chain would get all the way to scene finalization code which would reset the allocation pool
		// And a new task would get allocated at the same address, then we would invoke the destructor on that freshly created task
		// This could potentially cause any number of other problems, it is suprising that it only manifested itself
		// as a pure virtual crash
		PxBaseTask* saveContinuation = mCont;
		this->~PxsCMUpdateTask();
		if (saveContinuation)
			saveContinuation->removeReference();
	}
Esempio n. 5
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void CpuWorkerThread::execute()
{
	mThreadId = getId();

	while (!quitIsSignalled())
	{
		mOwner->resetWakeSignal();

		PxBaseTask* task = TaskQueueHelper::fetchTask(mLocalJobList, mQueueEntryPool);

		if (!task)
		{
			task = mOwner->getJob();
		}

		if (!task)
		{
			task = mOwner->stealJob();
		}

		if (task)
		{
#if PHYSX_PROFILE_SDK
			if (mPvdBinding!=NULL)
			{
				task->runProfiled();
			}
			else
			{
				task->run();
			}
#else
			task->run();
#endif
			task->release();
		}
		else
		{
			mOwner->waitForWork();
		}
	}

	quit();
};
/*
* \brief Called by dispatcher after Task has been run.
*
* If you re-implement this method, you must call this base class
* version before returning.
*/
void FetchResultsTask::release()
{
	PxTask::release();

	// copy mFollowingTask into local variable, because it might be overwritten
	// as soon as mFetchResultsReady.set() is called (and before removeReference() is called on it)
	PxBaseTask* followingTask = mFollowingTask;
	mFollowingTask = NULL;

	// Allow ApexScene::fetchResults() to run (potentially unblocking game thread)
	mScene->mFetchResultsReady.set();
	
	// remove reference to the scene completion task submitted in Scene::simulate
	// this must be done after the scene's mFetchResultsReady event is set so that the
	// app's completion task can be assured that fetchResults is ready to run
	if (followingTask)
	{
		followingTask->removeReference();
	}	
}
Esempio n. 7
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void FPhysXCPUDispatcherSingleThread::submitTask( PxBaseTask& Task ) 
{
	SCOPE_CYCLE_COUNTER(STAT_PhysXSingleThread);
	check(IsInGameThread());

	TaskStack.Push(&Task);
	if (TaskStack.Num() > 1)
	{
		return;
	}
	Task.run();
	Task.release();
	while (TaskStack.Num() > 1)
	{
		PxBaseTask& ChildTask = *TaskStack.Pop();
		ChildTask.run();
		ChildTask.release();
	}
	verify(&Task == TaskStack.Pop() && !TaskStack.Num());
}
void PxTaskMgr::emitStopEvent(PxBaseTask& basetask, uint32_t threadId)
{
	PxBaseTask* tmp = &basetask;
	PX_UNUSED(tmp);
	PX_UNUSED(threadId);

	/* This does not need a lock! */
#if PX_SUPPORT_PXTASK_PROFILING
	//PX_COMPILE_TIME_ASSERT(sizeof(PxProfileEventId::mEventId) == sizeof(PxBaseTask::mEventID));
	PX_PROFILE_STOP_CROSSTHREAD(basetask.getName(),0);
#endif
}