70 lines
2.8 KiB
C++
70 lines
2.8 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef NP_READ_CHECK_H
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#define NP_READ_CHECK_H
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#include "foundation/PxSimpleTypes.h"
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namespace physx
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{
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class NpScene;
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// RAII wrapper around the PxScene::startRead() method, note that this
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// object does not acquire any scene locks, it is an error checking only mechanism
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class NpReadCheck
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{
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public:
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NpReadCheck(const NpScene* scene, const char* functionName);
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~NpReadCheck();
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private:
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const NpScene* mScene;
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const char* mName;
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PxU32 mErrorCount;
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};
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#if (PX_DEBUG || PX_CHECKED)
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// Creates a scoped read check object that detects whether appropriate scene locks
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// have been acquired and checks if reads/writes overlap, this macro should typically
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// be placed at the beginning of any const API methods that are not multi-thread safe,
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// the error conditions checked can be summarized as:
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// 1. PxSceneFlag::eREQUIRE_RW_LOCK was specified but PxScene::lockRead() was not yet called
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// 2. Other threads were already writing, or began writing during the object lifetime
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#define NP_READ_CHECK(npScenePtr) NpReadCheck npReadCheck(static_cast<const NpScene*>(npScenePtr), __FUNCTION__);
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#else
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#define NP_READ_CHECK(npScenePtr)
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#endif
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}
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#endif // NP_Read_CHECK_H
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