// 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 NP_WRITE_CHECK_H #define NP_WRITE_CHECK_H #include "foundation/PxSimpleTypes.h" namespace physx { class NpScene; // RAII wrapper around the PxScene::startWrite() method, note that this // object does not acquire any scene locks, it is an error checking only mechanism class NpWriteCheck { public: NpWriteCheck(NpScene* scene, const char* functionName, bool allowReentry=true); ~NpWriteCheck(); private: NpScene* mScene; const char* mName; bool mAllowReentry; PxU32 mErrorCount; }; #if PX_DEBUG || PX_CHECKED // Creates a scoped write check object that detects whether appropriate scene locks // have been acquired and checks if reads/writes overlap, this macro should typically // be placed at the beginning of any non-const API methods that are not multi-thread safe. // By default re-entrant write calls by the same thread are allowed, the error conditions // checked can be summarized as: // 1. PxSceneFlag::eREQUIRE_RW_LOCK was specified but PxScene::lockWrite() was not yet called // 2. Other threads were already reading, or began reading during the object lifetime // 3. Other threads were already writing, or began writing during the object lifetime #define NP_WRITE_CHECK(npScenePtr) NpWriteCheck npWriteCheck(npScenePtr, __FUNCTION__); // Creates a scoped write check object that disallows re-entrant writes, this is used by // the NpScene::simulate method to detect when callbacks make write calls to the API #define NP_WRITE_CHECK_NOREENTRY(npScenePtr) NpWriteCheck npWriteCheck(npScenePtr, __FUNCTION__, false); #else #define NP_WRITE_CHECK(npScenePtr) #define NP_WRITE_CHECK_NOREENTRY(npScenePtr) #endif } #endif // NP_WRITE_CHECK_H