// 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) 2008-2020 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 PSFOUNDATION_PSUSERALLOCATED_H #define PSFOUNDATION_PSUSERALLOCATED_H #include "PsAllocator.h" /** \brief NVidia namespace */ namespace nv { /** \brief nvcloth namespace */ namespace cloth { namespace ps { /** Provides new and delete using a UserAllocator. Guarantees that 'delete x;' uses the UserAllocator too. */ class UserAllocated { public: // PX_SERIALIZATION PX_INLINE void* operator new(size_t, void* address) { return address; } //~PX_SERIALIZATION // Matching operator delete to the above operator new. Don't ask me // how this makes any sense - Nuernberger. PX_INLINE void operator delete(void*, void*) { } template PX_INLINE void* operator new(size_t size, Alloc alloc, const char* fileName, int line) { return alloc.allocate(size, fileName, line); } template PX_INLINE void* operator new [](size_t size, Alloc alloc, const char* fileName, int line) { return alloc.allocate(size, fileName, line); } // placement delete template PX_INLINE void operator delete(void* ptr, Alloc alloc, const char* fileName, int line) { PX_UNUSED(fileName); PX_UNUSED(line); alloc.deallocate(ptr); } template PX_INLINE void operator delete [](void* ptr, Alloc alloc, const char* fileName, int line) { PX_UNUSED(fileName); PX_UNUSED(line); alloc.deallocate(ptr); } PX_INLINE void operator delete(void* ptr) { NonTrackingAllocator().deallocate(ptr); } PX_INLINE void operator delete [](void* ptr) { NonTrackingAllocator().deallocate(ptr); } }; } // namespace ps } // namespace cloth } // namespace nv #endif // #ifndef PSFOUNDATION_PSUSERALLOCATED_H