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// 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 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<SomeClass>* arr = new (buf) FixedArray<SomeClass>();
// you can get max requiredMemorySize by an array of 'capacity' elements count to use memory left
buf = buf + FixedArray<SomeClass>::requiredMemorySize(capacity);
buf:
+------------------------------------------------------------+
| uint32_t | T[0] | T[1] | T[2] | ... |
+------------------------------------------------------------+
!!!TODO:
- check ctor/dtor of elements calls
*/
template <class T>
class FixedArray
{
public:
explicit FixedArray() : m_size(0)
{
}
static size_t requiredMemorySize(uint32_t capacity)
{
return align16(sizeof(FixedArray<T>)) + 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<T>));
}
private:
FixedArray(const FixedArray& that);
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTFIXEDARRAY_H
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