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