GRK-Projekt-Scena-Podwodna/dependencies/PHYSX/source/physx/src/NpReadCheck.h
2022-02-11 15:37:18 +01:00

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2.8 KiB
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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) 2008-2019 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