genesis-3d_engine/Engine/ExtIncludes/physX3/windows/extensions/PxDefaultAllocator.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

93 lines
2.9 KiB
C++

// 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 <stdlib.h>
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
\brief default implementation of the allocator interface required by the SDK
*/
#if defined(WIN32) || defined (ANDROID)
#include <malloc.h>
#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<size_t>(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<size_t>(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