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//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
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// Copyright (c) 2008-2021 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 "windows/PsWindowsInclude.h"
#include "PsAllocator.h"
#include "PsSList.h"

namespace physx
{
namespace shdfnd
{
namespace
{
template <typename T>
SLIST_HEADER* getDetail(T* impl)
{
	return reinterpret_cast<SLIST_HEADER*>(impl);
}
}

SListImpl::SListImpl()
{
	InitializeSListHead(getDetail(this));
}

SListImpl::~SListImpl()
{
}

void SListImpl::push(SListEntry* entry)
{
	InterlockedPushEntrySList(getDetail(this), reinterpret_cast<SLIST_ENTRY*>(entry));
}

SListEntry* SListImpl::pop()
{
	return reinterpret_cast<SListEntry*>(InterlockedPopEntrySList(getDetail(this)));
}

SListEntry* SListImpl::flush()
{
	return reinterpret_cast<SListEntry*>(InterlockedFlushSList(getDetail(this)));
}

uint32_t SListImpl::getSize()
{
	return sizeof(SLIST_HEADER);
}

} // namespace shdfnd
} // namespace physx
