Init
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<html>
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<head>
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<meta http-equiv="Content-Type"
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content="text/html; charset=iso-8859-1">
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<title>NVIDIA PhysX SDK for Android ReadMe</title>
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<link rel="stylesheet" href="stylesheet.css" type="text/css">
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</head>
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<body>
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<h1 style="TEXT-ALIGN: center">NVIDIA<sup>®</sup> PhysX<sup>®</sup> SDK for Android ReadMe</h1>
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<blockquote>
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<h4>Platform Requirements:</h4>
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<ul>
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<li>Android API level 19 (KITKAT).</li>
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</ul>
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<h4>Location of Binaries:</h4>
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<ul>
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<li>SDK static libraries: bin/android.arm.fp-soft</li>
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</ul>
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<h4>Required packages to generate projects:</h4>
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<ul>
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<li>CMake, minimum version 3.12</li>
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<li>Python, minimum version 2.7.6</li>
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</ul>
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<h4>Generating makefiles:</h4>
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<ul>
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<li>Set path to android NDK in a variable PM_ANDROIDNDK_PATH.</li>
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<li>Solutions are generated through a script in physx root directory: generate_projects.bat</li>
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<li>Script generate_projects.bat expects a preset name as a parameter, if a parameter is not provided it does list the available presets.</li>
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<li>Supported presets for android platform are: android.</li>
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<li>Generated solutions are in folder compiler/android-debug, compiler/android-checked, compiler/android-profile, compiler/android-release.</li>
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</ul>
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<h4>Prerequisites:</h4>
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<ul>
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<li>Android NDK: Version r13b and up</li>
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<li>Android SDK: Android-10 Headers needed, (adb for deploying to device)</li>
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<li>MinGW to compile makefiles.</li>
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<li>Extract this installer to a path without white spaces in its name.</li>
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</ul>
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<h4>Building PhysX SDK:</h4>
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<ul>
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<li>Run the Makefiles from within MinGW - MSYS.</li>
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<ul>
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<li>e.g. for building the release build, "cd ./compiler/android-release/" and run "make".</li>
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</ul>
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</ul>
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<h4>Snippets deploy and run.</h4>
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<ul>
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<li>Deploy</li>
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<ul>
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<li>push the executable to the device e.g.: adb push "bin/android.armeabi-v7a with NEON.fp-soft/release/SnippetHelloWorld" data/tmp</li>
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<li>change the rights for the executable e.g.: adb shell su -c chmod 777 data/tmp/SnippetHelloWorld</li>
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</ul>
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<li>Run</li>
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<ul>
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<li>run the executable on the device e.g.: adb shell "cd data/tmp; ./SnippetHelloWorld</li>
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</ul>
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</ul>
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<h4>Known Issues:</h4>
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<ul>
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<li>Builds fail with: "cc1plus.exe: out of memory allocating N bytes". Try raising the virtual memory size on the build machine or reduce the number of parallel build jobs (in the helper scripts).</li>
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<li>Builds fail with: "Couldn't reserve space for cygwin's heap, Win32 error 0". Try "rebase -b 0x30000000 msys-1.0.dll"</li>
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<li>Aggregates can fail if the SDK is built with the official NDK. Fixed with patched gcc in NVNDK and since NDK r8e (gcc 4.7).</li>
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<li>Profiling builds can be slower than release and checked builds because of different build options (keep frame pointer) and profiling framework overhead.</li>
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<li>There is no rendering support for Snippets on android devices.</li>
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</ul>
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<h4>Limitations:</h4>
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<ul>
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<li>The maximum number of shapes in each scene must be less than 32767.</li>
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<li>The maximum number of dynamic actors added to each scene must be less than 65535.</li>
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<li>The maximum number of broadphase overlap pairs must be less than 65535. Overlap pairs above this limit will be neglected.</li>
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</ul>
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<h4>Thirdparty software:</h4>
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<ul>
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<li>Cmake android toolchain file - https://github.com/taka-no-me/android-cmake under BSD 3 Clause license (https://opensource.org/licenses/BSD-3-Clause)</li>
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</ul>
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</blockquote>
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<p><br>
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Copyright (c) 2008-2021 NVIDIA Corporation, 2788 San Tomas Expressway, Santa Clara, CA 95051 U.S.A. All rights reserved. <A href="http://www.nvidia.com">www.nvidia.com</A>
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</p>
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</body>
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</html>
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74
physx/documentation/platformreadme/ios/readme_ios.html
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74
physx/documentation/platformreadme/ios/readme_ios.html
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<html>
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<head>
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<meta http-equiv="Content-Type"
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content="text/html; charset=iso-8859-1">
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<title>NVIDIA PhysX SDK for iOS ReadMe</title>
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<link rel="stylesheet" href="stylesheet.css" type="text/css">
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</head>
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<body>
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<h1 style="TEXT-ALIGN: center">NVIDIA<sup>®</sup> PhysX<sup>®</sup> SDK for iOS ReadMe</h1>
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<blockquote>
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<h4>Location of ios64 Binaries:</h4>
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<ul>
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<li>SDK static libraries: bin/ios.arm_64/</li>
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</ul>
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<h4>Required packages to generate projects:</h4>
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<ul>
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<li>CMake, minimum version 3.12</li>
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<li>Python, minimum version 2.7.6</li>
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</ul>
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<h4>Generating XCode projects:</h4>
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<ul>
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<li>Projects are generated through a script in physx root directory: generate_projects.sh</li>
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<li>Script generate_projects.sh expects a preset name as a parameter, if a parameter is not provided it does list the available presets.</li>
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<li>Supported presets for ios platform are: ios64.</li>
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<li>Generated solutions are in folder compiler/"preset name".</li>
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</ul>
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<h4>Building SDK Source and Snippets with XCode:</h4>
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<ul>
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<li>XCode projects are in compiler/ios64</li>
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<li>Open PhysXSDK.xcodeproj to build the entire SDK source within XCode</li>
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<li>Build from command line using e.g.: xcodebuild -project PhysXSDK.xcodeproj -alltargets -configuration (debug|checked|profile|release)</li>
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<li>Select one of the snippet schemes from the drop down list</li>
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<li>Press "Run" to build and run the selected snippet</li>
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<li>In order to build and run release mode you need to select "Edit Scheme..." and change the "Build Configuration" to "release".</li>
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</ul>
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<h4>Notes:</h4>
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<ul>
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<li>No rendering support for Snippets</li>
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<li>XCode projects target:</li>
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<ul>
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<li>XCode version: 10.1</li>
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<li>Compiler: Apple LLVM version 10.0.0</li>
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<li>platforms: armv7, arm64</li>
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<li>device: iPad</li>
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</ul>
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<li>Building for the simulator is not supported</li>
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</ul>
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<h4>Limitations:</h4>
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<ul>
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<li>The maximum number of shapes in each scene must be less than 32767.</li>
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<li>The maximum number of dynamic actors added to each scene must be less than 65535.</li>
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<li>The maximum number of broadphase overlap pairs must be less than 65535. Overlap pairs above this limit will be neglected.</li>
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</ul>
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<h4>Thirdparty software:</h4>
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<ul>
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<li>Cmake ios toolchain file - https://github.com/cristeab/ios-cmake under BSD 3 Clause license (https://opensource.org/licenses/BSD-3-Clause)</li>
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</ul>
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</blockquote>
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<p><br>
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Copyright (c) 2008-2021 NVIDIA Corporation, 2788 San Tomas Expressway, Santa Clara, CA 95051 U.S.A. All rights reserved. <A href="http://www.nvidia.com">www.nvidia.com</A>
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</p>
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</body>
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</html>
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72
physx/documentation/platformreadme/linux/readme_linux.html
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72
physx/documentation/platformreadme/linux/readme_linux.html
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<html>
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<head>
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<meta http-equiv="Content-Type"
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content="text/html; charset=iso-8859-1">
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<title>NVIDIA PhysX SDK for Linux ReadMe</title>
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<link rel="stylesheet" href="stylesheet.css" type="text/css">
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</head>
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<body>
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<h1 style="TEXT-ALIGN: center">NVIDIA<sup>®</sup> PhysX<sup>®</sup> SDK for Linux ReadMe</h1>
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<blockquote>
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<h4>Location of Binaries:</h4>
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<ul>
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<li>SDK libraries: bin/linux.clang</li>
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</ul>
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<h4>Required packages to generate projects:</h4>
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<ul>
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<li>CMake, minimum version 3.12, note that the requirement can be eventually lowered to cmake 3.10 just in case of linux in the compiler/internal/CMakeLists.txt</li>
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<li>Python, minimum version 2.7</li>
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<li>Clang, min version 3.8</li>
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<li>Gcc for aarch64, min version 5.3</li>
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</ul>
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<h4>Generating Makefiles:</h4>
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<ul>
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<li>Makefiles are generated through a script in physx root directory: generate_projects.sh</li>
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<li>Script generate_projects.sh expects a preset name as a parameter, if a parameter is not provided it does list the available presets and you can select one.</li>
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<li>Supported presets for linux platform are: linux, linux-aarch64.</li>
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<li>Generated solutions are in folder compiler/linux-debug, compiler/linux-checked, compiler/linux-profile, compiler/linux-release.</li>
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</ul>
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<h4>Building SDK:</h4>
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<ul>
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<li>Makefiles are in compiler/linux-debug etc</li>
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<li>Clean solution: make clean</li>
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<li>Build solution: make</li>
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</ul>
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<h4>PhysX GPU Acceleration:</h4>
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<ul>
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<li>Requires CUDA 10.0 compatible display driver and CUDA ARCH 3.0 compatible GPU</li>
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</ul>
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<h4>Required Packages for Building and Running PhysX Snippets:</h4>
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<ul>
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<li>libxxf86vm-dev</li>
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<li>libglu1-mesa-dev</li>
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<li>libx11-dev</li>
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<li>freeglut3-dev</li>
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<li>gcc-multilib</li>
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<li>g++-multilib</li>
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<li>xterm</li>
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<li>libcg</li>
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<li>libcggl</li>
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</ul>
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<h4>How to select the PhysX GPU Device:</h4>
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<ul>
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<li>Set the environment variable PHYSX_GPU_DEVICE to the device ordinal on which GPU PhysX should run. Default is 0.
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<br><i>Example: </i>export PHYSX_GPU_DEVICE="1"</li>
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</ul>
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</blockquote>
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<p><br>
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Copyright (c) 2008-2021 NVIDIA Corporation, 2788 San Tomas Expressway, Santa Clara, CA 95051 U.S.A. All rights reserved. <A href="http://www.nvidia.com">www.nvidia.com</A>
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</p>
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</body>
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</html>
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59
physx/documentation/platformreadme/mac/readme_mac.html
Normal file
59
physx/documentation/platformreadme/mac/readme_mac.html
Normal file
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<html>
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<head>
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<meta http-equiv="Content-Type"
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content="text/html; charset=iso-8859-1">
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<title>NVIDIA PhysX SDK for macOS ReadMe</title>
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<link rel="stylesheet" href="stylesheet.css" type="text/css">
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</head>
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<body>
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<h1 style="TEXT-ALIGN: center">NVIDIA<sup>®</sup> PhysX<sup>®</sup> SDK for macOS ReadMe</h1>
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<blockquote>
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<h4>Location of mac64 Binaries:</h4>
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<ul>
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<li>SDK static libraries: bin/mac.x86_64/</li>
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</ul>
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<h4>Required packages to generate projects:</h4>
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||||
<ul>
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<li>CMake, minimum version 3.12</li>
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<li>Python, minimum version 2.7.6</li>
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</ul>
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<h4>Generating XCode projects:</h4>
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||||
<ul>
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||||
<li>Projects are generated through a script in physx root directory: generate_projects.sh</li>
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||||
<li>Script generate_projects.sh expects a preset name as a parameter, if a parameter is not provided it does list the available presets.</li>
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||||
<li>Supported presets for mac platform are: mac64.</li>
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||||
<li>Generated solutions are in folder compiler/"preset name".</li>
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||||
</ul>
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||||
|
||||
<h4>Building SDK Source and Snippets with XCode:</h4>
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||||
<ul>
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||||
<li>XCode projects are in compiler/mac64</li>
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||||
<li>Open PhysXSDK.xcodeproj to build the entire SDK source within XCode</li>
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||||
<li>Build from command line using e.g.: xcodebuild -project PhysXSDK.xcodeproj -alltargets -configuration (debug|checked|profile|release)</li>
|
||||
<li>Select one of the snippet schemes from the drop down list</li>
|
||||
<li>Press "Run" to build and run the selected snippet</li>
|
||||
<li>In order to build and run release mode you need to select "Edit Scheme..." and change the "Build Configuration" to "release".</li>
|
||||
</ul>
|
||||
|
||||
<h4>Notes:</h4>
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||||
<ul>
|
||||
<li>XCode projects target:</li>
|
||||
<ul>
|
||||
<li>XCode version: 10.1</li>
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||||
<li>Compiler: Apple LLVM version 10.0.0</li>
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||||
<li>OS: macOS 10.13</li>
|
||||
</ul>
|
||||
</ul>
|
||||
|
||||
</blockquote>
|
||||
|
||||
<p><br>
|
||||
Copyright (c) 2008-2021 NVIDIA Corporation, 2788 San Tomas Expressway, Santa Clara, CA 95051 U.S.A. All rights reserved. <A href="http://www.nvidia.com">www.nvidia.com</A>
|
||||
</p>
|
||||
</body>
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||||
</html>
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@ -0,0 +1,62 @@
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<html>
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<head>
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||||
<meta http-equiv="Content-Type"
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||||
content="text/html; charset=iso-8859-1">
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||||
<title>ReadMe Windows</title>
|
||||
<link rel="stylesheet" href="stylesheet.css" type="text/css">
|
||||
</head>
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||||
|
||||
<body>
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||||
<h1 style="TEXT-ALIGN: center">NVIDIA<sup>®</sup> PhysX<sup>®</sup> SDK for Windows ReadMe</h1>
|
||||
|
||||
<blockquote>
|
||||
<h4>Location of win32 and win64 Binaries:</h4>
|
||||
<ul>
|
||||
<li>SDK DLLs/LIBs: bin/</li>
|
||||
<li>PhysX Device DLLs: bin/</li>
|
||||
</ul>
|
||||
|
||||
<h4>Required packages to generate projects:</h4>
|
||||
<ul>
|
||||
<li>CMake, minimum version 3.12 (3.13.4 for uwp arm64, 3.14 for vc16win*)</li>
|
||||
<li>Python, minimum version 2.7.6</li>
|
||||
</ul>
|
||||
|
||||
<h4>Required packages for building and running the Samples:</h4>
|
||||
<ul>
|
||||
<li>Microsoft DirectX SDK June 2010 or later</li>
|
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</ul>
|
||||
|
||||
<h4>PhysX GPU Acceleration:</h4>
|
||||
<ul>
|
||||
<li>Requires CUDA 10.0 compatible display driver and CUDA ARCH 3.0 compatible GPU</li>
|
||||
</ul>
|
||||
|
||||
<h4>Generating solutions for Visual Studio:</h4>
|
||||
<ul>
|
||||
<li>Solutions are generated through a script in physx root directory: generate_projects.bat</li>
|
||||
<li>Script generate_projects.bat expects a preset name as a parameter, if a parameter is not provided it does list the available presets.</li>
|
||||
<li>Supported presets for windows platform are: vc12win32, vc12win64, vc14win32, vc14win64, vc15win32, vc15win64, vc16win32, vc16win64, vc15uwp*.</li>
|
||||
<li>Generated solutions are in folder compiler/"preset name".</li>
|
||||
</ul>
|
||||
|
||||
<h4>Building SDK Source, Snippets and Samples with Visual Studio:</h4>
|
||||
<ul>
|
||||
<li>Visual Studio Solutions are in compiler/"preset name"</li>
|
||||
</ul>
|
||||
|
||||
<h4>Notes:</h4>
|
||||
<ul>
|
||||
<li>The PhysXDevice/64.dll must be redistributed with GPU-enabled applications, and must live in the PhysXGpu.dll directory.</li>
|
||||
<li>The nvcuda.dll and PhysXUpdateLoader/64.dll are loaded and checked for the NVIDIA Corporation digital signature. The signature is expected on all NVIDIA Corporation provided dlls. The application will exit if the signature check failed.</li>
|
||||
<li>UWP does not support snippets.</li>
|
||||
</ul>
|
||||
|
||||
</blockquote>
|
||||
|
||||
<p><br>
|
||||
Copyright (c) 2008-2021 NVIDIA Corporation, 2788 San Tomas Expressway, Santa Clara, CA 95051 U.S.A. All rights reserved. <A href="http://www.nvidia.com">www.nvidia.com</A>
|
||||
</p>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user