// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2016 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 PX_PHYSICS_COMMON_FLUSHPOOL #define PX_PHYSICS_COMMON_FLUSHPOOL #include "foundation/Px.h" #include "PsUserAllocated.h" #include "CmPhysXCommon.h" #include "PsMutex.h" #include "PsArray.h" #include "PsBitUtils.h" /* Pool used to allocate variable sized tasks. It's intended to be cleared after a short period (time step). */ namespace physx { namespace Cm { static const PxU32 sSpareChunkCount = 2; class FlushPool { PX_NOCOPY(FlushPool) public: FlushPool(PxU32 chunkSize) : mChunks(PX_DEBUG_EXP("FlushPoolChunk")), mChunkIndex(0), mOffset(0), mChunkSize(chunkSize) { mChunks.pushBack(static_cast(PX_ALLOC(mChunkSize, "PxU8"))); } ~FlushPool() { for (PxU32 i = 0; i < mChunks.size(); ++i) PX_FREE(mChunks[i]); } // alignment must be a power of two void* allocate(PxU32 size, PxU32 alignment=16) { Ps::Mutex::ScopedLock lock(mMutex); return allocateNotThreadSafe(size, alignment); } // alignment must be a power of two void* allocateNotThreadSafe(PxU32 size, PxU32 alignment=16) { PX_ASSERT(shdfnd::isPowerOfTwo(alignment)); PX_ASSERT(size <= mChunkSize && !mChunks.empty()); // padding for alignment size_t unalignedStart = reinterpret_cast(mChunks[mChunkIndex]+mOffset); PxU32 pad = PxU32(((unalignedStart+alignment-1)&~(size_t(alignment)-1)) - unalignedStart); if (mOffset + size + pad > mChunkSize) { mChunkIndex++; mOffset = 0; if (mChunkIndex >= mChunks.size()) mChunks.pushBack(static_cast(PX_ALLOC(mChunkSize, "PxU8"))); // update padding to ensure new alloc is aligned unalignedStart = reinterpret_cast(mChunks[mChunkIndex]); pad = PxU32(((unalignedStart+alignment-1)&~(size_t(alignment)-1)) - unalignedStart); } void* ptr = mChunks[mChunkIndex] + mOffset + pad; PX_ASSERT((reinterpret_cast(ptr)&(size_t(alignment)-1)) == 0); mOffset += size + pad; return ptr; } void clear(PxU32 spareChunkCount = sSpareChunkCount) { Ps::Mutex::ScopedLock lock(mMutex); clearNotThreadSafe(spareChunkCount); } void clearNotThreadSafe(PxU32 spareChunkCount = sSpareChunkCount) { PX_UNUSED(spareChunkCount); //release memory not used previously PxU32 targetSize = mChunkIndex+sSpareChunkCount; while (mChunks.size() > targetSize) PX_FREE(mChunks.popBack()); mChunkIndex = 0; mOffset = 0; } void resetNotThreadSafe() { PxU8* firstChunk = mChunks[0]; for (PxU32 i = 1; i < mChunks.size(); ++i) PX_FREE(mChunks[i]); mChunks.clear(); mChunks.pushBack(firstChunk); mChunkIndex = 0; mOffset = 0; } void lock() { mMutex.lock(); } void unlock() { mMutex.unlock(); } private: Ps::Mutex mMutex; Ps::Array mChunks; PxU32 mChunkIndex; PxU32 mOffset; PxU32 mChunkSize; }; } // namespace Cm } #endif