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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef APEX_RENDERABLE_H
#define APEX_RENDERABLE_H
#include "ApexUsingNamespace.h"
#include "PsMutex.h"
#include "PxBounds3.h"
namespace nvidia
{
namespace apex
{
/**
Base class for implementations of Renderable classes
*/
class ApexRenderable
{
public:
ApexRenderable()
{
mRenderBounds.setEmpty();
}
~ApexRenderable()
{
// the PS3 Mutex cannot be unlocked without first being locked, so grab the lock
if (renderDataTryLock())
{
renderDataUnLock();
}
else
{
// someone is holding the lock and should not be, so assert
PX_ALWAYS_ASSERT();
}
}
void renderDataLock()
{
mRenderDataLock.lock();
}
void renderDataUnLock()
{
mRenderDataLock.unlock();
}
bool renderDataTryLock()
{
return mRenderDataLock.trylock();
}
const PxBounds3& getBounds() const
{
return mRenderBounds;
}
protected:
//nvidia::Mutex mRenderDataLock;
// Converting to be a PS3 SPU-friendly lock
// On PC this is the same as a Mutex, on PS3 it is a 128b (!) aligned U32. Subclasses might get bigger on PS3 and they
// are most likely distributed over more than one cache line.
AtomicLock mRenderDataLock;
PxBounds3 mRenderBounds;
};
}
} // end namespace nvidia::apex
#endif // APEX_RENDERABLE_H
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