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
80
81
82
83
|
// 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.
#include "NpReadCheck.h"
#include "NpScene.h"
using namespace physx;
NpReadCheck::NpReadCheck(const NpScene* scene, const char* functionName)
: mScene(scene), mName(functionName), mErrorCount(0)
{
if (mScene)
{
if (!mScene->startRead())
{
if (mScene->getScene().getFlags() & PxSceneFlag::eREQUIRE_RW_LOCK)
{
Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__,
"An API read call (%s) was made from thread %d but PxScene::lockRead() was not called first, note that "
"when PxSceneFlag::eREQUIRE_RW_LOCK is enabled all API reads and writes must be "
"wrapped in the appropriate locks.", mName, PxU32(Ps::Thread::getId()));
}
else
{
Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__,
"Overlapping API read and write call detected during %s from thread %d! Note that read operations to "
"the SDK must not be overlapped with write calls, else the resulting behavior is undefined.", mName, PxU32(Ps::Thread::getId()));
}
}
// Record the NpScene read/write error counter which is
// incremented any time a NpScene::startWrite/startRead fails
// (see destructor for additional error checking based on this count)
mErrorCount = mScene->getReadWriteErrorCount();
}
}
NpReadCheck::~NpReadCheck()
{
if (mScene)
{
// By checking if the NpScene::mConcurrentErrorCount has been incremented
// we can detect if an erroneous read/write was performed during
// this objects lifetime. In this case we also print this function's
// details so that the user can see which two API calls overlapped
if (mScene->getReadWriteErrorCount() != mErrorCount && !(mScene->getScene().getFlags() & PxSceneFlag::eREQUIRE_RW_LOCK))
{
Ps::getFoundation().error(PxErrorCode::eINVALID_OPERATION, __FILE__, __LINE__,
"Leaving %s on thread %d, an API overlapping write on another thread was detected.", mName, PxU32(Ps::Thread::getId()));
}
mScene->stopRead();
}
}
|