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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) 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 NP_READ_CHECK_H
#define NP_READ_CHECK_H

#include "foundation/PxSimpleTypes.h"

namespace physx
{

class NpScene;

// RAII wrapper around the PxScene::startRead() method, note that this
// object does not acquire any scene locks, it is an error checking only mechanism
class NpReadCheck
{
public: 
	NpReadCheck(const NpScene* scene, const char* functionName);
	~NpReadCheck();
private:
	const NpScene* mScene;
	const char* mName;
	PxU32 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. PxSceneFlag::eREQUIRE_RW_LOCK was specified but PxScene::lockRead() was not yet called
	// 2. Other threads were already writing, or began writing during the object lifetime
	#define NP_READ_CHECK(npScenePtr) NpReadCheck npReadCheck(static_cast<const NpScene*>(npScenePtr), __FUNCTION__);
#else
	#define NP_READ_CHECK(npScenePtr)
#endif

}

#endif // NP_Read_CHECK_H