// 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) 2008-2017 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_QUEUE #define PX_PHYSICS_COMMON_QUEUE #include "foundation/PxAssert.h" #include "PsAllocator.h" #include "PsUserAllocated.h" #include "CmPhysXCommon.h" namespace physx { namespace Cm { template class Queue: public Ps::UserAllocated { public: Queue(PxU32 maxEntries); ~Queue(); T popFront(); T front(); T popBack(); T back(); bool pushBack(const T& element); bool empty() const; PxU32 size() const; private: T* mJobQueue; PxU32 mNum; PxU32 mHead; PxU32 mTail; PxU32 mMaxEntries; AllocType mAllocator; }; template Queue::Queue(PxU32 maxEntries): mNum(0), mHead(0), mTail(0), mMaxEntries(maxEntries) { mJobQueue = reinterpret_cast(mAllocator.allocate(sizeof(T)*mMaxEntries, __FILE__, __LINE__)); } template Queue::~Queue() { if(mJobQueue) mAllocator.deallocate(mJobQueue); } template T Queue::popFront() { PX_ASSERT(mNum>0); mNum--; T& element = mJobQueue[mTail]; mTail = (mTail+1) % (mMaxEntries); return element; } template T Queue::front() { PX_ASSERT(mNum>0); return mJobQueue[mTail]; } template T Queue::popBack() { PX_ASSERT(mNum>0); mNum--; mHead = (mHead-1) % (mMaxEntries); return mJobQueue[mHead]; } template T Queue::back() { PX_ASSERT(mNum>0); PxU32 headAccess = (mHead-1) % (mMaxEntries); return mJobQueue[headAccess]; } template bool Queue::pushBack(const T& element) { if (mNum == mMaxEntries) return false; mJobQueue[mHead] = element; mNum++; mHead = (mHead+1) % (mMaxEntries); return true; } template bool Queue::empty() const { return mNum == 0; } template PxU32 Queue::size() const { return mNum; } } // namespace Cm } #endif