blob: 451f0d618f6018e89ead578b8de3883fdd3bf1d3 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
|
/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#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
|