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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/PhysX/src/NpReadCheck.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 NP_READ_CHECK_H
+#define NP_READ_CHECK_H
+
+#include "foundation/PxSimpleTypes.h"
+
+namespace physx
+{
+
+class NpScene;
+
+// RAII wrapper around the PxScene::startRead() method, note that this
+// object does not acquire any scene locks, it is an error checking only mechanism
+class NpReadCheck
+{
+public:
+ NpReadCheck(const NpScene* scene, const char* functionName);
+ ~NpReadCheck();
+private:
+ const NpScene* mScene;
+ const char* mName;
+ PxU32 mErrorCount;
+};
+
+#if (PX_DEBUG || PX_CHECKED)
+ // Creates a scoped read check object that detects whether appropriate scene locks
+ // have been acquired and checks if reads/writes overlap, this macro should typically
+ // be placed at the beginning of any const API methods that are not multi-thread safe,
+ // the error conditions checked can be summarized as:
+
+ // 1. PxSceneFlag::eREQUIRE_RW_LOCK was specified but PxScene::lockRead() was not yet called
+ // 2. Other threads were already writing, or began writing during the object lifetime
+ #define NP_READ_CHECK(npScenePtr) NpReadCheck npReadCheck(static_cast<const NpScene*>(npScenePtr), __FUNCTION__);
+#else
+ #define NP_READ_CHECK(npScenePtr)
+#endif
+
+}
+
+#endif // NP_Read_CHECK_H