128 lines
5.4 KiB
C++
128 lines
5.4 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) 2008-2021 NVIDIA Corporation. All rights reserved.
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#include "foundation/PxSimpleTypes.h"
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#define PX_RELEASE(x) if(x) { x->release(); x = NULL; }
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namespace physx
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{
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namespace SnippetUtils
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{
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/* Increment the specified location. Return the incremented value. */
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PxI32 atomicIncrement(volatile PxI32* val);
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/* Decrement the specified location. Return the decremented value. */
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PxI32 atomicDecrement(volatile PxI32* val);
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//******************************************************************************//
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/* Return the number of physical cores (does not include hyper-threaded cores), returns 0 on failure. */
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PxU32 getNbPhysicalCores();
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//******************************************************************************//
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/* Return the id of a thread. */
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PxU32 getThreadId();
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//******************************************************************************//
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/* Return the current time */
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PxU64 getCurrentTimeCounterValue();
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/* Convert to milliseconds an elapsed time computed from the difference of the times returned from two calls to getCurrentTimeCounterValue. */
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PxReal getElapsedTimeInMilliseconds(const PxU64 elapsedTime);
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/* Convert to microseconds an elapsed time computed from the difference of the times returned from two calls to getCurrentTimeCounterValue. */
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PxReal getElapsedTimeInMicroSeconds(const PxU64 elapsedTime);
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//******************************************************************************//
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struct Sync;
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/* Create a sync object. Returns a unique handle to the sync object so that it may be addressed through syncWait etc. */
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Sync* syncCreate();
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/* Wait indefinitely until the specified sync object is signaled. */
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void syncWait(Sync* sync);
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/* Signal the specified synchronization object, waking all threads waiting on it. */
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void syncSet(Sync* sync);
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/** Reset the specified synchronization object. */
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void syncReset(Sync* sync);
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/* Release the specified sync object so that it may be reused with syncCreate. */
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void syncRelease(Sync* sync);
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//******************************************************************************//
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struct Thread;
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/* Prototype of callback passed to threadCreate. */
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typedef void (*ThreadEntryPoint)(void*);
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/* Create a thread object and return a unique handle to the thread object so that it may be addressed through threadStart etc.
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entryPoint implements ThreadEntryPoint and data will be passed as a function argument, POSIX-style. */
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Thread* threadCreate(ThreadEntryPoint entryPoint, void* data);
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/* Cleanly shut down the specified thread. Called in the context of the spawned thread. */
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void threadQuit(Thread* thread);
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/* Stop the specified thread. Signals the spawned thread that it should stop, so the
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thread should check regularly. */
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void threadSignalQuit(Thread* thread);
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/* Wait for the specified thread to stop. Should be called in the context of the spawning
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thread. Returns false if the thread has not been started.*/
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bool threadWaitForQuit(Thread* thread);
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/* Check whether the thread is signalled to quit. Called in the context of the
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spawned thread. */
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bool threadQuitIsSignalled(Thread* thread);
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/* Release the specified thread object so that it may be reused with threadCreate. */
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void threadRelease(Thread* thread);
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//******************************************************************************//
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struct Mutex;
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/* Create a mutex object and return a unique handle to the mutex object so that it may be addressed through mutexLock etc. */
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Mutex* mutexCreate();
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/* Acquire (lock) the specified mutex. If the mutex is already locked by another thread, this method blocks until the mutex is unlocked.*/
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void mutexLock(Mutex* mutex);
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/* Release (unlock) the specified mutex, the calling thread must have previously called lock() or method will error. */
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void mutexUnlock(Mutex* mutex);
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/* Release the specified mutex so that it may be reused with mutexCreate. */
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void mutexRelease(Mutex* mutex);
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}
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}
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