// 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 PXC_THREADCOHERENTCACHE_H #define PXC_THREADCOHERENTCACHE_H #include "PsMutex.h" #include "PsAllocator.h" #include "PsSList.h" namespace physx { class PxsContext; /*! Controls a pool of large objects which must be thread safe. Tries to return the object most recently used by the thread(for better cache coherancy). Assumes the object has a default contructor. (Note the semantics are different to a pool because we dont want to construct/destroy each time an object is requested, which may be expensive). TODO: add thread coherancy. */ template class PxcThreadCoherentCache : public Ps::AlignedAllocator<16, Ps::ReflectionAllocator > { typedef Ps::AlignedAllocator<16, Ps::ReflectionAllocator > Allocator; PX_NOCOPY(PxcThreadCoherentCache) public: typedef Ps::SListEntry EntryBase; PX_INLINE PxcThreadCoherentCache(Params* params, const Allocator& alloc = Allocator()) : Allocator(alloc), mParams(params) { } PX_INLINE ~PxcThreadCoherentCache() { T* np = static_cast(root.pop()); while(np!=NULL) { np->~T(); Allocator::deallocate(np); np = static_cast(root.pop()); } } PX_INLINE T* get() { T* rv = static_cast(root.pop()); if(rv==NULL) { rv = reinterpret_cast(Allocator::allocate(sizeof(T), __FILE__, __LINE__)); new (rv) T(mParams); } return rv; } PX_INLINE void put(T* item) { root.push(*item); } private: Ps::SList root; Params* mParams; template friend class PxcThreadCoherentCacheIterator; }; /*! Used to iterate over all objects controlled by the cache. Note: The iterator flushes the cache(extracts all items on construction and adds them back on destruction so we can iterate the list in a safe manner). */ template class PxcThreadCoherentCacheIterator { public: PxcThreadCoherentCacheIterator(PxcThreadCoherentCache& cache) : mCache(cache) { mNext = cache.root.flush(); mFirst = mNext; } ~PxcThreadCoherentCacheIterator() { Ps::SListEntry* np = mFirst; while(np != NULL) { Ps::SListEntry* npNext = np->next(); mCache.root.push(*np); np = npNext; } } PX_INLINE T* getNext() { if(mNext == NULL) return NULL; T* rv = static_cast(mNext); mNext = mNext->next(); return rv; } private: PxcThreadCoherentCacheIterator& operator=(const PxcThreadCoherentCacheIterator&); PxcThreadCoherentCache &mCache; Ps::SListEntry* mNext; Ps::SListEntry* mFirst; }; } #endif