// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #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