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// 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) 2008-2017 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