96 lines
3.4 KiB
C
96 lines
3.4 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 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 PX_FOUNDATION_PX_ALLOCATOR_CALLBACK_H
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#define PX_FOUNDATION_PX_ALLOCATOR_CALLBACK_H
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/** \addtogroup foundation
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@{
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*/
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#include "foundation/Px.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief Abstract base class for an application defined memory allocator that can be used by the Px library.
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\note The SDK state should not be modified from within any allocation/free function.
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<b>Threading:</b> All methods of this class should be thread safe as it can be called from the user thread
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or the physics processing thread(s).
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*/
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class PxAllocatorCallback
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{
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public:
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/**
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\brief destructor
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*/
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virtual ~PxAllocatorCallback() {}
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/**
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\brief Allocates size bytes of memory, which must be 16-byte aligned.
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This method should never return NULL. If you run out of memory, then
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you should terminate the app or take some other appropriate action.
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<b>Threading:</b> This function should be thread safe as it can be called in the context of the user thread
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and physics processing thread(s).
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\param size Number of bytes to allocate.
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\param typeName Name of the datatype that is being allocated
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\param filename The source file which allocated the memory
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\param line The source line which allocated the memory
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\return The allocated block of memory.
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*/
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virtual void* allocate(size_t size, const char* typeName, const char* filename, int line) = 0;
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/**
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\brief Frees memory previously allocated by allocate().
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<b>Threading:</b> This function should be thread safe as it can be called in the context of the user thread
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and physics processing thread(s).
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\param ptr Memory to free.
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*/
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virtual void deallocate(void* ptr) = 0;
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};
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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