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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/Common/src/CmQueue.h
downloadphysx-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]
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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+
+#ifndef PX_PHYSICS_COMMON_QUEUE
+#define PX_PHYSICS_COMMON_QUEUE
+
+#include "foundation/PxAssert.h"
+#include "PsAllocator.h"
+#include "PsUserAllocated.h"
+#include "CmPhysXCommon.h"
+
+namespace physx
+{
+namespace Cm
+{
+
+ template<class T, class AllocType = Ps::NonTrackingAllocator >
+ class Queue: public Ps::UserAllocated
+ {
+ public:
+ Queue(PxU32 maxEntries);
+ ~Queue();
+
+ T popFront();
+ T front();
+ T popBack();
+ T back();
+ bool pushBack(const T& element);
+ bool empty() const;
+ PxU32 size() const;
+
+ private:
+ T* mJobQueue;
+ PxU32 mNum;
+ PxU32 mHead;
+ PxU32 mTail;
+ PxU32 mMaxEntries;
+ AllocType mAllocator;
+ };
+
+ template<class T, class AllocType>
+ Queue<T, AllocType>::Queue(PxU32 maxEntries):
+ mNum(0),
+ mHead(0),
+ mTail(0),
+ mMaxEntries(maxEntries)
+ {
+ mJobQueue = reinterpret_cast<T*>(mAllocator.allocate(sizeof(T)*mMaxEntries, __FILE__, __LINE__));
+ }
+
+ template<class T, class AllocType>
+ Queue<T, AllocType>::~Queue()
+ {
+ if(mJobQueue)
+ mAllocator.deallocate(mJobQueue);
+ }
+
+ template<class T, class AllocType>
+ T Queue<T, AllocType>::popFront()
+ {
+ PX_ASSERT(mNum>0);
+
+ mNum--;
+ T& element = mJobQueue[mTail];
+ mTail = (mTail+1) % (mMaxEntries);
+ return element;
+ }
+
+ template<class T, class AllocType>
+ T Queue<T, AllocType>::front()
+ {
+ PX_ASSERT(mNum>0);
+
+ return mJobQueue[mTail];
+ }
+
+ template<class T, class AllocType>
+ T Queue<T, AllocType>::popBack()
+ {
+ PX_ASSERT(mNum>0);
+
+ mNum--;
+ mHead = (mHead-1) % (mMaxEntries);
+ return mJobQueue[mHead];
+ }
+
+ template<class T, class AllocType>
+ T Queue<T, AllocType>::back()
+ {
+ PX_ASSERT(mNum>0);
+
+ PxU32 headAccess = (mHead-1) % (mMaxEntries);
+ return mJobQueue[headAccess];
+ }
+
+ template<class T, class AllocType>
+ bool Queue<T, AllocType>::pushBack(const T& element)
+ {
+ if (mNum == mMaxEntries) return false;
+ mJobQueue[mHead] = element;
+
+ mNum++;
+ mHead = (mHead+1) % (mMaxEntries);
+
+ return true;
+ }
+
+ template<class T, class AllocType>
+ bool Queue<T, AllocType>::empty() const
+ {
+ return mNum == 0;
+ }
+
+ template<class T, class AllocType>
+ PxU32 Queue<T, AllocType>::size() const
+ {
+ return mNum;
+ }
+
+
+} // namespace Cm
+
+}
+
+#endif