/* * Copyright (c) 2008-2017, 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. */ // 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