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- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions
- // are met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above copyright
- // notice, this list of conditions and the following disclaimer in the
- // documentation and/or other materials provided with the distribution.
- // * Neither the name of NVIDIA CORPORATION nor the names of its
- // contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
- // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
- // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- // Copyright (c) 2008-2026 NVIDIA Corporation. All rights reserved.
- // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+ // SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
+ // SPDX-License-Identifier: Apache-2.0
#include "foundation/windows/PxWindowsInclude.h"
#include "foundation/PxAllocator.h"
#include "foundation/PxSList.h"
using namespace physx;
template <typename T>
static PX_FORCE_INLINE SLIST_HEADER* getDetail(T* impl)
{
return reinterpret_cast<SLIST_HEADER*>(impl);
}
PxSListImpl::PxSListImpl()
{
InitializeSListHead(getDetail(this));
}
PxSListImpl::~PxSListImpl()
{
}
void PxSListImpl::push(PxSListEntry* entry)
{
InterlockedPushEntrySList(getDetail(this), reinterpret_cast<SLIST_ENTRY*>(entry));
}
PxSListEntry* PxSListImpl::pop()
{
return reinterpret_cast<PxSListEntry*>(InterlockedPopEntrySList(getDetail(this)));
}
PxSListEntry* PxSListImpl::flush()
{
return reinterpret_cast<PxSListEntry*>(InterlockedFlushSList(getDetail(this)));
}
uint32_t PxSListImpl::getSize()
{
return sizeof(SLIST_HEADER);
}