// 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. #include "NpReadCheck.h" #include "NpScene.h" using namespace physx; NpReadCheck::NpReadCheck(const NpScene* scene, const char* functionName) : mScene(scene), mName(functionName), mErrorCount(0) { if (mScene) { if (!mScene->startRead()) { if (mScene->getScene().getFlags() & PxSceneFlag::eREQUIRE_RW_LOCK) { Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "An API read call (%s) was made from thread %d but PxScene::lockRead() was not called first, note that " "when PxSceneFlag::eREQUIRE_RW_LOCK is enabled all API reads and writes must be " "wrapped in the appropriate locks.", mName, PxU32(Ps::Thread::getId())); } else { Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "Overlapping API read and write call detected during %s from thread %d! Note that read operations to " "the SDK must not be overlapped with write calls, else the resulting behavior is undefined.", mName, PxU32(Ps::Thread::getId())); } } // Record the NpScene read/write error counter which is // incremented any time a NpScene::startWrite/startRead fails // (see destructor for additional error checking based on this count) mErrorCount = mScene->getReadWriteErrorCount(); } } NpReadCheck::~NpReadCheck() { if (mScene) { // By checking if the NpScene::mConcurrentErrorCount has been incremented // we can detect if an erroneous read/write was performed during // this objects lifetime. In this case we also print this function's // details so that the user can see which two API calls overlapped if (mScene->getReadWriteErrorCount() != mErrorCount && !(mScene->getScene().getFlags() & PxSceneFlag::eREQUIRE_RW_LOCK)) { Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__, "Leaving %s on thread %d, an API overlapping write on another thread was detected.", mName, PxU32(Ps::Thread::getId())); } mScene->stopRead(); } }