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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) 2008-2021 NVIDIA Corporation. All rights reserved.
#include "foundation/PxSimpleTypes.h"
#define PX_RELEASE(x) if(x) { x->release(); x = NULL; }
namespace physx
{
namespace SnippetUtils
{
/* Increment the specified location. Return the incremented value. */
PxI32 atomicIncrement(volatile PxI32* val);
/* Decrement the specified location. Return the decremented value. */
PxI32 atomicDecrement(volatile PxI32* val);
//******************************************************************************//
/* Return the number of physical cores (does not include hyper-threaded cores), returns 0 on failure. */
PxU32 getNbPhysicalCores();
//******************************************************************************//
/* Return the id of a thread. */
PxU32 getThreadId();
//******************************************************************************//
/* Return the current time */
PxU64 getCurrentTimeCounterValue();
/* Convert to milliseconds an elapsed time computed from the difference of the times returned from two calls to getCurrentTimeCounterValue. */
PxReal getElapsedTimeInMilliseconds(const PxU64 elapsedTime);
/* Convert to microseconds an elapsed time computed from the difference of the times returned from two calls to getCurrentTimeCounterValue. */
PxReal getElapsedTimeInMicroSeconds(const PxU64 elapsedTime);
//******************************************************************************//
struct Sync;
/* Create a sync object. Returns a unique handle to the sync object so that it may be addressed through syncWait etc. */
Sync* syncCreate();
/* Wait indefinitely until the specified sync object is signaled. */
void syncWait(Sync* sync);
/* Signal the specified synchronization object, waking all threads waiting on it. */
void syncSet(Sync* sync);
/** Reset the specified synchronization object. */
void syncReset(Sync* sync);
/* Release the specified sync object so that it may be reused with syncCreate. */
void syncRelease(Sync* sync);
//******************************************************************************//
struct Thread;
/* Prototype of callback passed to threadCreate. */
typedef void (*ThreadEntryPoint)(void*);
/* Create a thread object and return a unique handle to the thread object so that it may be addressed through threadStart etc.
entryPoint implements ThreadEntryPoint and data will be passed as a function argument, POSIX-style. */
Thread* threadCreate(ThreadEntryPoint entryPoint, void* data);
/* Cleanly shut down the specified thread. Called in the context of the spawned thread. */
void threadQuit(Thread* thread);
/* Stop the specified thread. Signals the spawned thread that it should stop, so the
thread should check regularly. */
void threadSignalQuit(Thread* thread);
/* Wait for the specified thread to stop. Should be called in the context of the spawning
thread. Returns false if the thread has not been started.*/
bool threadWaitForQuit(Thread* thread);
/* Check whether the thread is signalled to quit. Called in the context of the
spawned thread. */
bool threadQuitIsSignalled(Thread* thread);
/* Release the specified thread object so that it may be reused with threadCreate. */
void threadRelease(Thread* thread);
//******************************************************************************//
struct Mutex;
/* Create a mutex object and return a unique handle to the mutex object so that it may be addressed through mutexLock etc. */
Mutex* mutexCreate();
/* Acquire (lock) the specified mutex. If the mutex is already locked by another thread, this method blocks until the mutex is unlocked.*/
void mutexLock(Mutex* mutex);
/* Release (unlock) the specified mutex, the calling thread must have previously called lock() or method will error. */
void mutexUnlock(Mutex* mutex);
/* Release the specified mutex so that it may be reused with mutexCreate. */
void mutexRelease(Mutex* mutex);
}
}