// // 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 LOCK_H #define LOCK_H /*! \file \brief classes PxSceneReadLock, PxSceneWriteLock */ #include "ApexInterface.h" namespace nvidia { namespace apex { /** \brief RAII wrapper for the Scene read lock. Use this class as follows to lock the scene for reading by the current thread for the duration of the enclosing scope: ReadLock lock(sceneRef); \see Scene::apexacquireReadLock(), Scene::apexUnacquireReadLock(), SceneDesc::useRWLock */ class ReadLock { ReadLock(const ReadLock&); ReadLock& operator=(const ReadLock&); public: /** \brief Constructor \param lockable The object to lock for reading \param file Optional string for debugging purposes \param line Optional line number for debugging purposes */ ReadLock(const ApexInterface& lockable, const char* file=NULL, uint32_t line=0) : mLockable(lockable) { mLockable.acquireReadLock(file, line); } ~ReadLock() { mLockable.releaseReadLock(); } private: const ApexInterface& mLockable; }; /** \brief RAII wrapper for the Scene write lock. Use this class as follows to lock the scene for writing by the current thread for the duration of the enclosing scope: WriteLock lock(sceneRef); \see Scene::apexacquireWriteLock(), Scene::apexUnacquireWriteLock(), SceneDesc::useRWLock */ class WriteLock { WriteLock(const WriteLock&); WriteLock& operator=(const WriteLock&); public: /** \brief Constructor \param lockable The object to lock for writing \param file Optional string for debugging purposes \param line Optional line number for debugging purposes */ WriteLock(const ApexInterface& lockable, const char* file=NULL, uint32_t line=0) : mLockable(lockable) { mLockable.acquireWriteLock(file, line); } ~WriteLock() { mLockable.releaseWriteLock(); } private: const ApexInterface& mLockable; }; } // namespace apex } // namespace nvidia /** \brief Lock an object for writing by the current thread for the duration of the enclosing scope. */ #define WRITE_LOCK(LOCKABLE) nvidia::apex::WriteLock __WriteLock(LOCKABLE, __FILE__, __LINE__); /** \brief Lock an object for reading by the current thread for the duration of the enclosing scope. */ #define READ_LOCK(LOCKABLE) nvidia::apex::ReadLock __ReadLock(LOCKABLE, __FILE__, __LINE__); /** @} */ #endif