Revision control
+ // 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.
+
+ #include "foundation/windows/PxWindowsInclude.h"
+ #include "foundation/PxAtomic.h"
+
+ namespace physx
+ {
+
+ PxI32 PxAtomicExchange(volatile PxI32* val, PxI32 val2)
+ {
+ return (PxI32)InterlockedExchange((volatile LONG*)val, (LONG)val2);
+ }
+
+ PxI64 PxAtomicExchange(volatile PxI64* val, PxI64 val2)
+ {
+ return (PxI64)InterlockedExchange64((volatile LONG64*)val, (LONG64)val2);
+ }
+
+ PxI32 PxAtomicCompareExchange(volatile PxI32* dest, PxI32 exch, PxI32 comp)
+ {
+ return (PxI32)InterlockedCompareExchange((volatile LONG*)dest, exch, comp);
+ }
+
+ PxI64 PxAtomicCompareExchange(volatile PxI64* dest, PxI64 exch, PxI64 comp)
+ {
+ return (PxI64)InterlockedCompareExchange64((volatile LONG64*)dest, exch, comp);
+ }
+
+ void* PxAtomicCompareExchangePointer(volatile void** dest, void* exch, void* comp)
+ {
+ return InterlockedCompareExchangePointer((volatile PVOID*)dest, exch, comp);
+ }
+
+ PxI32 PxAtomicIncrement(volatile PxI32* val)
+ {
+ return (PxI32)InterlockedIncrement((volatile LONG*)val);
+ }
+
+ PxI64 PxAtomicIncrement(volatile PxI64* val)
+ {
+ return (PxI64)InterlockedIncrement64((volatile LONG64*)val);
+ }
+
+ PxI32 PxAtomicDecrement(volatile PxI32* val)
+ {
+ return (PxI32)InterlockedDecrement((volatile LONG*)val);
+ }
+
+ PxI64 PxAtomicDecrement(volatile PxI64* val)
+ {
+ return (PxI64)InterlockedDecrement64((volatile LONG64*)val);
+ }
+
+ PxI32 PxAtomicAdd(volatile PxI32* val, PxI32 delta)
+ {
+ if(1)
+ {
+ return (PxI32)InterlockedAdd((volatile LONG*)val, delta);
+ }
+ else
+ {
+ LONG newValue, oldValue;
+ do
+ {
+ oldValue = *val;
+ newValue = oldValue + delta;
+ } while(InterlockedCompareExchange((volatile LONG*)val, newValue, oldValue) != oldValue);
+
+ return newValue;
+ }
+ }
+
+ PxI64 PxAtomicAdd(volatile PxI64* val, PxI64 delta)
+ {
+ if(1)
+ {
+ return (PxI64)InterlockedAdd64((volatile LONG64*)val, delta);
+ }
+ else
+ {
+ LONG64 newValue, oldValue;
+ do
+ {
+ oldValue = *val;
+ newValue = oldValue + delta;
+ } while(InterlockedCompareExchange64((volatile LONG64*)val, newValue, oldValue) != oldValue);
+
+ return newValue;
+ }
+ }
+
+ PxI32 PxAtomicMax(volatile PxI32* val, PxI32 val2)
+ {
+ // Could do this more efficiently in asm...
+
+ LONG newValue, oldValue;
+
+ do
+ {
+ oldValue = *val;
+
+ newValue = val2 > oldValue ? val2 : oldValue;
+
+ } while(InterlockedCompareExchange((volatile LONG*)val, newValue, oldValue) != oldValue);
+
+ return newValue;
+ }
+
+ PxI64 PxAtomicMax(volatile PxI64* val, PxI64 val2)
+ {
+ // Could do this more efficiently in asm...
+
+ LONG64 newValue, oldValue;
+
+ do
+ {
+ oldValue = *val;
+
+ newValue = val2 > oldValue ? val2 : oldValue;
+
+ } while(InterlockedCompareExchange64((volatile LONG64*)val, newValue, oldValue) != oldValue);
+
+ return newValue;
+ }
+
+ PxI32 PxAtomicOr(volatile PxI32* val, PxI32 mask)
+ {
+ return (PxI32)InterlockedOr((volatile LONG*)val, mask);
+ }
+
+ PxI64 PxAtomicOr(volatile PxI64* val, PxI64 mask)
+ {
+ return (PxI64)InterlockedOr64((volatile LONG64*)val, mask);
+ }
+
+ PxI32 PxAtomicAnd(volatile PxI32* val, PxI32 mask)
+ {
+ return (PxI32)InterlockedAnd((volatile LONG*)val, mask);
+ }
+
+ PxI64 PxAtomicAnd(volatile PxI64* val, PxI64 mask)
+ {
+ return (PxI64)InterlockedAnd64((volatile LONG64*)val, mask);
+ }
+
+ } // namespace physx