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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/common/include/ApexRenderable.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/common/include/ApexRenderable.h')
| -rw-r--r-- | APEX_1.4/common/include/ApexRenderable.h | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/APEX_1.4/common/include/ApexRenderable.h b/APEX_1.4/common/include/ApexRenderable.h new file mode 100644 index 00000000..ad4bfdfa --- /dev/null +++ b/APEX_1.4/common/include/ApexRenderable.h @@ -0,0 +1,79 @@ +/* + * Copyright (c) 2008-2015, 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. + */ + + +#ifndef APEX_RENDERABLE_H +#define APEX_RENDERABLE_H + +#include "ApexUsingNamespace.h" +#include "PsMutex.h" + +#include "PxBounds3.h" + +namespace nvidia +{ +namespace apex +{ + +/** + Base class for implementations of Renderable classes +*/ + +class ApexRenderable +{ +public: + ApexRenderable() + { + mRenderBounds.setEmpty(); + } + ~ApexRenderable() + { + // the PS3 Mutex cannot be unlocked without first being locked, so grab the lock + if (renderDataTryLock()) + { + renderDataUnLock(); + } + else + { + // someone is holding the lock and should not be, so assert + PX_ALWAYS_ASSERT(); + } + } + void renderDataLock() + { + mRenderDataLock.lock(); + } + void renderDataUnLock() + { + mRenderDataLock.unlock(); + } + bool renderDataTryLock() + { + return mRenderDataLock.trylock(); + } + const PxBounds3& getBounds() const + { + return mRenderBounds; + } + +protected: + //nvidia::Mutex mRenderDataLock; + // Converting to be a PS3 SPU-friendly lock + // On PC this is the same as a Mutex, on PS3 it is a 128b (!) aligned U32. Subclasses might get bigger on PS3 and they + // are most likely distributed over more than one cache line. + AtomicLock mRenderDataLock; + + PxBounds3 mRenderBounds; +}; + +} +} // end namespace nvidia::apex + +#endif // APEX_RENDERABLE_H |