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authorBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
committerBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
commit7115f60b91b5717d90f643fd692010905c7004db (patch)
treeeffd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/common/NvBlastFixedPriorityQueue.h
parentUpdating BlastTool zip (diff)
downloadblast-1.1.3_rc1.tar.xz
blast-1.1.3_rc1.zip
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'sdk/common/NvBlastFixedPriorityQueue.h')
-rwxr-xr-x[-rw-r--r--]sdk/common/NvBlastFixedPriorityQueue.h420
1 files changed, 210 insertions, 210 deletions
diff --git a/sdk/common/NvBlastFixedPriorityQueue.h b/sdk/common/NvBlastFixedPriorityQueue.h
index 393790a..f9216ee 100644..100755
--- a/sdk/common/NvBlastFixedPriorityQueue.h
+++ b/sdk/common/NvBlastFixedPriorityQueue.h
@@ -1,210 +1,210 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and related documentation and
-// any modifications thereto. Any use, reproduction, disclosure, or
-// distribution of this software and related documentation without an express
-// license agreement from NVIDIA Corporation is strictly prohibited.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved.
-
-
-#ifndef NVBLASTFIXEDPRIORITYQUEUE_H
-#define NVBLASTFIXEDPRIORITYQUEUE_H
-
-#include "NvBlastAssert.h"
-#include "NvBlastMemory.h"
-
-namespace Nv
-{
-
-namespace Blast
-{
-
-/*!
-FixedPriorityQueue is a priority queue container which is intended to be used with placement new on chunk of memory.
-It'll use following memory for data layout. As follows:
-
-// some memory
-char ​*buf = new char[64 *​ 1024];
-
-// placement new on this memory
-FixedPriorityQueue<SomeClass>* arr = new (buf) FixedPriorityQueue<SomeClass>();
-
-// you can get max requiredMemorySize by an array of 'capacity' elements count to use memory left
-buf = buf + FixedPriorityQueue<SomeClass>::requiredMemorySize(capacity);
-
-buf:
-
-+------------------------------------------------------------+
-| uint32_t | T[0] | T[1] | T[2] | ... |
-+------------------------------------------------------------+
-
-*/
-
-template <typename A>
-struct Less
-{
- bool operator()(const A& a, const A& b) const
- {
- return a < b;
- }
-};
-
-
-template<class Element, class Comparator = Less<Element> >
-class FixedPriorityQueue : protected Comparator // inherit so that stateless comparators take no space
-{
-public:
- FixedPriorityQueue(const Comparator& less = Comparator()) : Comparator(less), mHeapSize(0)
- {
- }
-
- ~FixedPriorityQueue()
- {
- }
-
- static size_t requiredMemorySize(uint32_t capacity)
- {
- return align16(sizeof(FixedPriorityQueue<Element, Comparator>)) + align16(capacity * sizeof(Element));
- }
-
- //! Get the element with the highest priority
- const Element top() const
- {
- return data()[0];
- }
-
- //! Get the element with the highest priority
- Element top()
- {
- return data()[0];
- }
-
- //! Check to whether the priority queue is empty
- bool empty() const
- {
- return (mHeapSize == 0);
- }
-
- //! Empty the priority queue
- void clear()
- {
- mHeapSize = 0;
- }
-
- //! Insert a new element into the priority queue. Only valid when size() is less than Capacity
- void push(const Element& value)
- {
- uint32_t newIndex;
- uint32_t parentIndex = parent(mHeapSize);
-
- for (newIndex = mHeapSize; newIndex > 0 && compare(value, data()[parentIndex]); newIndex = parentIndex, parentIndex= parent(newIndex))
- {
- data()[ newIndex ] = data()[parentIndex];
- }
- data()[newIndex] = value;
- mHeapSize++;
- NVBLAST_ASSERT(valid());
- }
-
- //! Delete the highest priority element. Only valid when non-empty.
- Element pop()
- {
- NVBLAST_ASSERT(mHeapSize > 0);
- uint32_t i, child;
- //try to avoid LHS
- uint32_t tempHs = mHeapSize-1;
- mHeapSize = tempHs;
- Element min = data()[0];
- Element last = data()[tempHs];
-
- for (i = 0; (child = left(i)) < tempHs; i = child)
- {
- /* Find highest priority child */
- const uint32_t rightChild = child + 1;
-
- child += ((rightChild < tempHs) & compare((data()[rightChild]), (data()[child]))) ? 1 : 0;
-
- if(compare(last, data()[child]))
- break;
-
- data()[i] = data()[child];
- }
- data()[ i ] = last;
-
- NVBLAST_ASSERT(valid());
- return min;
- }
-
- //! Make sure the priority queue sort all elements correctly
- bool valid() const
- {
- const Element& min = data()[0];
- for(uint32_t i=1; i<mHeapSize; ++i)
- {
- if(compare(data()[i], min))
- return false;
- }
-
- return true;
- }
-
- //! Return number of elements in the priority queue
- uint32_t size() const
- {
- return mHeapSize;
- }
-
-private:
- uint32_t mHeapSize;
-
- NV_FORCE_INLINE Element* data()
- {
- return (Element*)((char*)this + sizeof(FixedPriorityQueue<Element, Comparator>));
- }
-
- NV_FORCE_INLINE Element* data() const
- {
- return (Element*)((char*)this + sizeof(FixedPriorityQueue<Element, Comparator>));
- }
-
- bool compare(const Element& a, const Element& b) const
- {
- return Comparator::operator()(a,b);
- }
-
- static uint32_t left(uint32_t nodeIndex)
- {
- return (nodeIndex << 1) + 1;
- }
-
- static uint32_t parent(uint32_t nodeIndex)
- {
- return (nodeIndex - 1) >> 1;
- }
-
- FixedPriorityQueue<Element, Comparator>& operator = (const FixedPriorityQueue<Element, Comparator>);
-};
-
-} // namespace Blast
-} // namespace Nv
-
-#endif // ifndef NVBLASTFIXEDPRIORITYQUEUE_H
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTFIXEDPRIORITYQUEUE_H
+#define NVBLASTFIXEDPRIORITYQUEUE_H
+
+#include "NvBlastAssert.h"
+#include "NvBlastMemory.h"
+
+namespace Nv
+{
+
+namespace Blast
+{
+
+/*!
+FixedPriorityQueue is a priority queue container which is intended to be used with placement new on chunk of memory.
+It'll use following memory for data layout. As follows:
+
+// some memory
+char ​*buf = new char[64 *​ 1024];
+
+// placement new on this memory
+FixedPriorityQueue<SomeClass>* arr = new (buf) FixedPriorityQueue<SomeClass>();
+
+// you can get max requiredMemorySize by an array of 'capacity' elements count to use memory left
+buf = buf + FixedPriorityQueue<SomeClass>::requiredMemorySize(capacity);
+
+buf:
+
++------------------------------------------------------------+
+| uint32_t | T[0] | T[1] | T[2] | ... |
++------------------------------------------------------------+
+
+*/
+
+template <typename A>
+struct Less
+{
+ bool operator()(const A& a, const A& b) const
+ {
+ return a < b;
+ }
+};
+
+
+template<class Element, class Comparator = Less<Element> >
+class FixedPriorityQueue : protected Comparator // inherit so that stateless comparators take no space
+{
+public:
+ FixedPriorityQueue(const Comparator& less = Comparator()) : Comparator(less), mHeapSize(0)
+ {
+ }
+
+ ~FixedPriorityQueue()
+ {
+ }
+
+ static size_t requiredMemorySize(uint32_t capacity)
+ {
+ return align16(sizeof(FixedPriorityQueue<Element, Comparator>)) + align16(capacity * sizeof(Element));
+ }
+
+ //! Get the element with the highest priority
+ const Element top() const
+ {
+ return data()[0];
+ }
+
+ //! Get the element with the highest priority
+ Element top()
+ {
+ return data()[0];
+ }
+
+ //! Check to whether the priority queue is empty
+ bool empty() const
+ {
+ return (mHeapSize == 0);
+ }
+
+ //! Empty the priority queue
+ void clear()
+ {
+ mHeapSize = 0;
+ }
+
+ //! Insert a new element into the priority queue. Only valid when size() is less than Capacity
+ void push(const Element& value)
+ {
+ uint32_t newIndex;
+ uint32_t parentIndex = parent(mHeapSize);
+
+ for (newIndex = mHeapSize; newIndex > 0 && compare(value, data()[parentIndex]); newIndex = parentIndex, parentIndex= parent(newIndex))
+ {
+ data()[ newIndex ] = data()[parentIndex];
+ }
+ data()[newIndex] = value;
+ mHeapSize++;
+ NVBLAST_ASSERT(valid());
+ }
+
+ //! Delete the highest priority element. Only valid when non-empty.
+ Element pop()
+ {
+ NVBLAST_ASSERT(mHeapSize > 0);
+ uint32_t i, child;
+ //try to avoid LHS
+ uint32_t tempHs = mHeapSize-1;
+ mHeapSize = tempHs;
+ Element min = data()[0];
+ Element last = data()[tempHs];
+
+ for (i = 0; (child = left(i)) < tempHs; i = child)
+ {
+ /* Find highest priority child */
+ const uint32_t rightChild = child + 1;
+
+ child += ((rightChild < tempHs) & compare((data()[rightChild]), (data()[child]))) ? 1 : 0;
+
+ if(compare(last, data()[child]))
+ break;
+
+ data()[i] = data()[child];
+ }
+ data()[ i ] = last;
+
+ NVBLAST_ASSERT(valid());
+ return min;
+ }
+
+ //! Make sure the priority queue sort all elements correctly
+ bool valid() const
+ {
+ const Element& min = data()[0];
+ for(uint32_t i=1; i<mHeapSize; ++i)
+ {
+ if(compare(data()[i], min))
+ return false;
+ }
+
+ return true;
+ }
+
+ //! Return number of elements in the priority queue
+ uint32_t size() const
+ {
+ return mHeapSize;
+ }
+
+private:
+ uint32_t mHeapSize;
+
+ NV_FORCE_INLINE Element* data()
+ {
+ return (Element*)((char*)this + sizeof(FixedPriorityQueue<Element, Comparator>));
+ }
+
+ NV_FORCE_INLINE Element* data() const
+ {
+ return (Element*)((char*)this + sizeof(FixedPriorityQueue<Element, Comparator>));
+ }
+
+ bool compare(const Element& a, const Element& b) const
+ {
+ return Comparator::operator()(a,b);
+ }
+
+ static uint32_t left(uint32_t nodeIndex)
+ {
+ return (nodeIndex << 1) + 1;
+ }
+
+ static uint32_t parent(uint32_t nodeIndex)
+ {
+ return (nodeIndex - 1) >> 1;
+ }
+
+ FixedPriorityQueue<Element, Comparator>& operator = (const FixedPriorityQueue<Element, Comparator>);
+};
+
+} // namespace Blast
+} // namespace Nv
+
+#endif // ifndef NVBLASTFIXEDPRIORITYQUEUE_H