00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. 00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. 00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. 00029 00030 00031 #ifndef PX_DEFAULT_ALLOCATOR_H 00032 #define PX_DEFAULT_ALLOCATOR_H 00033 00037 #include "foundation/PxAllocatorCallback.h" 00038 #include "foundation/PxAssert.h" 00039 #include "common/PxPhysXCommonConfig.h" 00040 00041 #include <stdlib.h> 00042 00043 #if PX_WINDOWS || PX_LINUX_FAMILY || PX_NX 00044 #include <malloc.h> 00045 #endif 00046 00047 #if !PX_DOXYGEN 00048 namespace physx 00049 { 00050 #endif 00051 00052 #if PX_WINDOWS 00053 // on win32 we only have 8-byte alignment guaranteed, but the CRT provides special aligned allocation fns 00054 PX_FORCE_INLINE void* platformAlignedAlloc(size_t size) 00055 { 00056 return _aligned_malloc(size, 16); 00057 } 00058 00059 PX_FORCE_INLINE void platformAlignedFree(void* ptr) 00060 { 00061 _aligned_free(ptr); 00062 } 00063 #elif PX_LINUX_FAMILY || PX_NX 00064 PX_FORCE_INLINE void* platformAlignedAlloc(size_t size) 00065 { 00066 return ::memalign(16, size); 00067 } 00068 00069 PX_FORCE_INLINE void platformAlignedFree(void* ptr) 00070 { 00071 ::free(ptr); 00072 } 00073 #else 00074 // on all other platforms we get 16-byte alignment by default 00075 PX_FORCE_INLINE void* platformAlignedAlloc(size_t size) 00076 { 00077 return ::malloc(size); 00078 } 00079 00080 PX_FORCE_INLINE void platformAlignedFree(void* ptr) 00081 { 00082 ::free(ptr); 00083 } 00084 #endif 00085 00089 class PxDefaultAllocator : public PxAllocatorCallback 00090 { 00091 public: 00092 void* allocate(size_t size, const char*, const char*, int) 00093 { 00094 void* ptr = platformAlignedAlloc(size); 00095 PX_ASSERT((reinterpret_cast<size_t>(ptr) & 15)==0); 00096 return ptr; 00097 } 00098 00099 void deallocate(void* ptr) 00100 { 00101 platformAlignedFree(ptr); 00102 } 00103 }; 00104 00105 #if !PX_DOXYGEN 00106 } // namespace physx 00107 #endif 00108 00110 #endif