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/*
* Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#include "NvBlastAtomic.h"
#include <string.h>
#include <stdlib.h>
namespace Nv
{
namespace Blast
{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Windows/XBOXONE Implementation
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if NV_WINDOWS_FAMILY || NV_XBOXONE
#include "NvBlastIncludeWindows.h"
int32_t atomicIncrement(volatile int32_t* val)
{
return (int32_t)InterlockedIncrement((volatile LONG*)val);
}
int32_t atomicDecrement(volatile int32_t* val)
{
return (int32_t)InterlockedDecrement((volatile LONG*)val);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Unix/PS4 Implementation
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#elif(NV_UNIX_FAMILY || NV_PS4)
int32_t atomicIncrement(volatile int32_t* val)
{
return __sync_add_and_fetch(val, 1);
}
int32_t atomicDecrement(volatile int32_t* val)
{
return __sync_sub_and_fetch(val, 1);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Unsupported Platforms
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#else
#error "Platform not supported!"
#endif
} // namespace Blast
} // namespace Nv
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