// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2013 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 PX_DEFAULT_ALLOCATOR_H #define PX_DEFAULT_ALLOCATOR_H /** \addtogroup extensions @{ */ #include "foundation/PxAllocatorCallback.h" #include "common/PxPhysXCommon.h" #include "foundation/PxAssert.h" #include #ifndef PX_DOXYGEN namespace physx { #endif /** \brief default implementation of the allocator interface required by the SDK */ #if defined(WIN32) || defined (ANDROID) #include #endif class PxDefaultAllocator : public PxAllocatorCallback { public: void* allocate(size_t size, const char*, const char*, int) { #if defined(WIN32) // on win32 we only have 8-byte alignment guaranteed, but the CRT provides special aligned allocation return _aligned_malloc(size, 16); #elif defined (ANDROID) void *ptr = memalign(16, size); PX_ASSERT((reinterpret_cast(ptr) & 15)==0); return ptr; #else // on PS3, XBox and Win64 we get 16-byte alignment by default void *ptr = ::malloc(size); PX_ASSERT((reinterpret_cast(ptr) & 15)==0); return ptr; #endif } void deallocate(void* ptr) { #if defined(WIN32) _aligned_free(ptr); #elif defined (ANDROID) free(ptr); #else ::free(ptr); #endif } }; #ifndef PX_DOXYGEN } // namespace physx #endif /** @} */ #endif