diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/common/NvBlastFixedPriorityQueue.h | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-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.h | 420 |
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
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