// 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) 2008-2020 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #pragma once #include "NvCloth/ps/PsMathUtils.h" namespace nv { namespace cloth { #if !NV_SIMD_SIMD uint32_t findBitSet(uint32_t mask) { uint32_t result = 0; while (mask >>= 1) ++result; return result; } #endif inline Scalar4i intFloor(const Scalar4f& v) { using nv::cloth::ps::floor; return Scalar4i(int(floor(v.f4[0])), int(floor(v.f4[1])), int(floor(v.f4[2])), int(floor(v.f4[3]))); } inline Scalar4i horizontalOr(const Scalar4i& mask) { return simd4i(mask.i4[0] | mask.i4[1] | mask.i4[2] | mask.i4[3]); } template <> struct Gather { inline Gather(const Scalar4i& index); inline Scalar4i operator()(const Scalar4i*) const; Scalar4i mIndex; Scalar4i mOutOfRange; }; Gather::Gather(const Scalar4i& index) { //index are grid positions uint32_t mask = /* sGridSize */ 8 - 1; // Get grid index (forced within range) mIndex.u4[0] = index.u4[0] & mask; mIndex.u4[1] = index.u4[1] & mask; mIndex.u4[2] = index.u4[2] & mask; mIndex.u4[3] = index.u4[3] & mask; // true (filled with all ones = -1) when gridSize <= index || index < 0 mOutOfRange.i4[0] = index.u4[0] & ~mask ? 0 : -1; mOutOfRange.i4[1] = index.u4[1] & ~mask ? 0 : -1; mOutOfRange.i4[2] = index.u4[2] & ~mask ? 0 : -1; mOutOfRange.i4[3] = index.u4[3] & ~mask ? 0 : -1; } Scalar4i Gather::operator()(const Scalar4i* ptr) const { //ptr points to the cone/sphere grid const int32_t* base = ptr->i4; const int32_t* index = mIndex.i4; const int32_t* mask = mOutOfRange.i4; return Scalar4i(base[index[0]] & mask[0], base[index[1]] & mask[1], base[index[2]] & mask[2], base[index[3]] & mask[3]); } } // namespace cloth } // namespace nv