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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 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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