// 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) 2016-2020 NVIDIA Corporation. All rights reserved. #ifndef NVBLASTFIXEDARRAY_H #define NVBLASTFIXEDARRAY_H #include "NvBlastAssert.h" #include "NvBlastMemory.h" namespace Nv { namespace Blast { /*! FixedArray is a sequential 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 FixedArray* arr = new (buf) FixedArray(); // you can get max requiredMemorySize by an array of 'capacity' elements count to use memory left buf = buf + FixedArray::requiredMemorySize(capacity); buf: +------------------------------------------------------------+ | uint32_t | T[0] | T[1] | T[2] | ... | +------------------------------------------------------------+ !!!TODO: - check ctor/dtor of elements calls */ template class FixedArray { public: explicit FixedArray() : m_size(0) { } static size_t requiredMemorySize(uint32_t capacity) { return align16(sizeof(FixedArray)) + align16(capacity * sizeof(T)); } NV_FORCE_INLINE T& pushBack(T& t) { new (data() + m_size) T(t); return data()[m_size++]; } T popBack() { NVBLAST_ASSERT(m_size); T t = data()[m_size - 1]; data()[--m_size].~T(); return t; } void clear() { for(T* first = data(); first < data() + m_size; ++first) first->~T(); m_size = 0; } NV_FORCE_INLINE void forceSize_Unsafe(uint32_t s) { m_size = s; } NV_FORCE_INLINE T& operator[](uint32_t idx) { NVBLAST_ASSERT(idx < m_size); return data()[idx]; } NV_FORCE_INLINE const T& operator[](uint32_t idx) const { NVBLAST_ASSERT(idx < m_size); return data()[idx]; } NV_FORCE_INLINE T& at(uint32_t idx) { NVBLAST_ASSERT(idx < m_size); return data()[idx]; } NV_FORCE_INLINE const T& at(uint32_t idx) const { NVBLAST_ASSERT(idx < m_size); return data()[idx]; } NV_FORCE_INLINE uint32_t size() const { return m_size; } private: uint32_t m_size; NV_FORCE_INLINE T* data() { return (T*)((char*)this + sizeof(FixedArray)); } private: FixedArray(const FixedArray& that); }; } // namespace Blast } // namespace Nv #endif // ifndef NVBLASTFIXEDARRAY_H