// // 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. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef READ_CHECK_H #define READ_CHECK_H #include "PxSimpleTypes.h" #include "ApexUsingNamespace.h" namespace nvidia { namespace apex { class ApexRWLockable; // RAII wrapper around the Scene::apexStartRead() method, note that this // object does not acquire any scene locks, it is an error checking only mechanism class ReadCheck { public: ReadCheck(const ApexRWLockable* scene, const char* functionName); ~ReadCheck(); private: const ApexRWLockable* mLockable; const char* mName; uint32_t 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. Other threads were already writing, or began writing during the object lifetime #define READ_ZONE() ReadCheck __readCheck(static_cast(this), __FUNCTION__); #else #define READ_ZONE() #endif } } #endif // READ_CHECK_H