// // 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); } }