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Method updateDirtyShaders

physx/source/physx/src/NpScene.cpp:1777–1792  ·  view source on GitHub ↗

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1775}
1776
1777void NpScene::updateDirtyShaders()
1778{
1779 PX_PROFILE_ZONE("Sim.updateDirtyShaders", getContextId());
1780 // this should continue to be done in the Np layer even after SC has taken over
1781 // all vital simulation functions, because it needs to complete before simulate()
1782 // returns to the application
1783
1784 // However, the implementation needs fixing so that it does work proportional to
1785 // the number of dirty shaders
1786
1787 PxConstraint*const* constraints = mConstraints.getEntries();
1788 for(PxU32 i=0;i<mConstraints.size();i++)
1789 {
1790 static_cast<NpConstraint*>(constraints[i])->updateConstants();
1791 }
1792}
1793
1794///////////////////////////////////////////////////////////////////////////////
1795void NpScene::simulateOrCollide(PxReal elapsedTime, physx::PxBaseTask* completionTask, void* scratchBlock, PxU32 scratchBlockSize, bool controlSimulation, const char* invalidCallMsg, Sc::SimulationStage::Enum simStage)

Callers

nothing calls this directly

Calls 4

getContextIdFunction · 0.50
getEntriesMethod · 0.45
sizeMethod · 0.45
updateConstantsMethod · 0.45

Tested by

no test coverage detected