// 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 NVBLASTFIXEDBITMAP_H #define NVBLASTFIXEDBITMAP_H #include "NvBlastAssert.h" #include "NvBlastMemory.h" #include namespace Nv { namespace Blast { /*! FixedBitmap is a bitset (bitmap) of fixed side, it's 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]; const uint32_t bitsCount = 100; // placement new on this memory FixedBitmap* arr = new (buf) FixedBitmap(bitsCount); // you can get max requiredMemorySize by an bitMap to use memory left buf = buf + FixedBitmap::requiredMemorySize(bitsCount); buf: +------------------------------------------------------------+ | uint32_t | word0 | word1 | word2 | ... | +------------------------------------------------------------+ */ class FixedBitmap { public: explicit FixedBitmap(uint32_t bitsCount) { m_bitsCount = bitsCount; } static uint32_t getWordsCount(uint32_t bitsCount) { return (bitsCount + 31) >> 5; } static size_t requiredMemorySize(uint32_t bitsCount) { return align16(sizeof(FixedBitmap)) + align16(getWordsCount(bitsCount) * sizeof(uint32_t)); } void clear() { memset(data(), 0, getWordsCount(m_bitsCount) * sizeof(uint32_t)); } void fill() { const uint32_t wordCount = getWordsCount(m_bitsCount); uint32_t* mem = data(); memset(mem, 0xFF, wordCount * sizeof(uint32_t)); const uint32_t bitsRemainder = m_bitsCount & 31; if (bitsRemainder > 0) { mem[wordCount - 1] &= ~(0xFFFFFFFF << bitsRemainder); } } int test(uint32_t index) const { NVBLAST_ASSERT(index < m_bitsCount); return data()[index >> 5] & (1 << (index & 31)); } void set(uint32_t index) { NVBLAST_ASSERT(index < m_bitsCount); data()[index >> 5] |= 1 << (index & 31); } void reset(uint32_t index) { NVBLAST_ASSERT(index < m_bitsCount); data()[index >> 5] &= ~(1 << (index & 31)); } private: uint32_t m_bitsCount; NV_FORCE_INLINE uint32_t* data() { return (uint32_t*)((char*)this + sizeof(FixedBitmap)); } NV_FORCE_INLINE const uint32_t* data() const { return (uint32_t*)((char*)this + sizeof(FixedBitmap)); } private: FixedBitmap(const FixedBitmap& that); }; } // namespace Blast } // namespace Nv #endif // ifndef NVBLASTFIXEDBITMAP_H