// 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 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* arr = new (buf) FixedPriorityQueue(); // you can get max requiredMemorySize by an array of 'capacity' elements count to use memory left buf = buf + FixedPriorityQueue::requiredMemorySize(capacity); buf: +------------------------------------------------------------+ | uint32_t | T[0] | T[1] | T[2] | ... | +------------------------------------------------------------+ */ template struct Less { bool operator()(const A& a, const A& b) const { return a < b; } }; template > 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)) + 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)); } NV_FORCE_INLINE Element* data() const { return (Element*)((char*)this + sizeof(FixedPriorityQueue)); } 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& operator = (const FixedPriorityQueue); }; } // namespace Blast } // namespace Nv #endif // ifndef NVBLASTFIXEDPRIORITYQUEUE_H