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/*
* 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.
*/
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef READ_CHECK_H
#define READ_CHECK_H
#include "PxSimpleTypes.h"
#include "ApexUsingNamespace.h"
namespace nvidia
{
namespace apex
{
class ApexRWLockable;
// RAII wrapper around the Scene::apexStartRead() method, note that this
// object does not acquire any scene locks, it is an error checking only mechanism
class ReadCheck
{
public:
ReadCheck(const ApexRWLockable* scene, const char* functionName);
~ReadCheck();
private:
const ApexRWLockable* mLockable;
const char* mName;
uint32_t mErrorCount;
};
#if (PX_DEBUG || PX_CHECKED)
// Creates a scoped read 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 const API methods that are not multi-thread safe,
// the error conditions checked can be summarized as:
// 1. Other threads were already writing, or began writing during the object lifetime
#define READ_ZONE() ReadCheck __readCheck(static_cast<const ApexRWLockable*>(this), __FUNCTION__);
#else
#define READ_ZONE()
#endif
}
}
#endif // READ_CHECK_H
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