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+/*
+ * 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