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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef GU_EDGECACHE_H
+#define GU_EDGECACHE_H
+
+#include "foundation/PxMemory.h"
+#include "CmPhysXCommon.h"
+#include "PsHash.h"
+
+namespace physx
+{
+namespace Gu
+{
+ class EdgeCache
+ {
+#define NUM_EDGES_IN_CACHE 64 //must be power of 2. 32 lines result in 10% extra work (due to cache misses), 64 lines in 6% extra work, 128 lines in 4%.
+ public:
+ EdgeCache()
+ {
+ PxMemZero(cacheLines, NUM_EDGES_IN_CACHE*sizeof(CacheLine));
+ }
+
+ PxU32 hash(PxU32 key) const
+ {
+ return (NUM_EDGES_IN_CACHE - 1) & Ps::hash(key); //Only a 16 bit hash would be needed here.
+ }
+
+ bool isInCache(PxU8 vertex0, PxU8 vertex1)
+ {
+ PX_ASSERT(vertex1 >= vertex0);
+ PxU16 key = PxU16((vertex0 << 8) | vertex1);
+ PxU32 h = hash(key);
+ CacheLine& cl = cacheLines[h];
+ if (cl.fullKey == key)
+ {
+ return true;
+ }
+ else //cache the line now as it's about to be processed
+ {
+ cl.fullKey = key;
+ return false;
+ }
+ }
+
+ private:
+ struct CacheLine
+ {
+ PxU16 fullKey;
+ };
+ CacheLine cacheLines[NUM_EDGES_IN_CACHE];
+#undef NUM_EDGES_IN_CACHE
+ };
+}
+
+}
+
+#endif
+