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// 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) 2008-2018 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 PX_PHYSICS_COMMON_FLUSHPOOL
#define PX_PHYSICS_COMMON_FLUSHPOOL
#include "foundation/Px.h"
#include "PsUserAllocated.h"
#include "CmPhysXCommon.h"
#include "PsMutex.h"
#include "PsArray.h"
#include "PsBitUtils.h"
/*
Pool used to allocate variable sized tasks. It's intended to be cleared after a short period (time step).
*/
namespace physx
{
namespace Cm
{
static const PxU32 sSpareChunkCount = 2;
class FlushPool
{
PX_NOCOPY(FlushPool)
public:
FlushPool(PxU32 chunkSize) : mChunks(PX_DEBUG_EXP("FlushPoolChunk")), mChunkIndex(0), mOffset(0), mChunkSize(chunkSize)
{
mChunks.pushBack(static_cast<PxU8*>(PX_ALLOC(mChunkSize, "PxU8")));
}
~FlushPool()
{
for (PxU32 i = 0; i < mChunks.size(); ++i)
PX_FREE(mChunks[i]);
}
// alignment must be a power of two
void* allocate(PxU32 size, PxU32 alignment=16)
{
Ps::Mutex::ScopedLock lock(mMutex);
return allocateNotThreadSafe(size, alignment);
}
// alignment must be a power of two
void* allocateNotThreadSafe(PxU32 size, PxU32 alignment=16)
{
PX_ASSERT(shdfnd::isPowerOfTwo(alignment));
PX_ASSERT(size <= mChunkSize && !mChunks.empty());
// padding for alignment
size_t unalignedStart = reinterpret_cast<size_t>(mChunks[mChunkIndex]+mOffset);
PxU32 pad = PxU32(((unalignedStart+alignment-1)&~(size_t(alignment)-1)) - unalignedStart);
if (mOffset + size + pad > mChunkSize)
{
mChunkIndex++;
mOffset = 0;
if (mChunkIndex >= mChunks.size())
mChunks.pushBack(static_cast<PxU8*>(PX_ALLOC(mChunkSize, "PxU8")));
// update padding to ensure new alloc is aligned
unalignedStart = reinterpret_cast<size_t>(mChunks[mChunkIndex]);
pad = PxU32(((unalignedStart+alignment-1)&~(size_t(alignment)-1)) - unalignedStart);
}
void* ptr = mChunks[mChunkIndex] + mOffset + pad;
PX_ASSERT((reinterpret_cast<size_t>(ptr)&(size_t(alignment)-1)) == 0);
mOffset += size + pad;
return ptr;
}
void clear(PxU32 spareChunkCount = sSpareChunkCount)
{
Ps::Mutex::ScopedLock lock(mMutex);
clearNotThreadSafe(spareChunkCount);
}
void clearNotThreadSafe(PxU32 spareChunkCount = sSpareChunkCount)
{
PX_UNUSED(spareChunkCount);
//release memory not used previously
PxU32 targetSize = mChunkIndex+sSpareChunkCount;
while (mChunks.size() > targetSize)
PX_FREE(mChunks.popBack());
mChunkIndex = 0;
mOffset = 0;
}
void resetNotThreadSafe()
{
PxU8* firstChunk = mChunks[0];
for (PxU32 i = 1; i < mChunks.size(); ++i)
PX_FREE(mChunks[i]);
mChunks.clear();
mChunks.pushBack(firstChunk);
mChunkIndex = 0;
mOffset = 0;
}
void lock()
{
mMutex.lock();
}
void unlock()
{
mMutex.unlock();
}
private:
Ps::Mutex mMutex;
Ps::Array<PxU8*> mChunks;
PxU32 mChunkIndex;
PxU32 mOffset;
PxU32 mChunkSize;
};
} // namespace Cm
}
#endif
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