// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "PsWindowsInclude.h" #include "NvCloth/ps/PsAtomic.h" /** \brief NVidia namespace */ namespace nv { /** \brief nvcloth namespace */ namespace cloth { namespace ps { int32_t atomicExchange(volatile int32_t* val, int32_t val2) { return (int32_t)InterlockedExchange((volatile LONG*)val, (LONG)val2); } int32_t atomicCompareExchange(volatile int32_t* dest, int32_t exch, int32_t comp) { return (int32_t)InterlockedCompareExchange((volatile LONG*)dest, exch, comp); } void* atomicCompareExchangePointer(volatile void** dest, void* exch, void* comp) { return InterlockedCompareExchangePointer((volatile PVOID*)dest, exch, comp); } 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); } int32_t atomicAdd(volatile int32_t* val, int32_t delta) { LONG newValue, oldValue; do { oldValue = *val; newValue = oldValue + delta; } while(InterlockedCompareExchange((volatile LONG*)val, newValue, oldValue) != oldValue); return newValue; } int32_t atomicMax(volatile int32_t* val, int32_t val2) { // Could do this more efficiently in asm... LONG newValue, oldValue; do { oldValue = *val; if(val2 > oldValue) newValue = val2; else newValue = oldValue; } while(InterlockedCompareExchange((volatile LONG*)val, newValue, oldValue) != oldValue); return newValue; } } // namespace ps } // namespace cloth } // namespace nv