// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef APEX_PERMUTE_H #define APEX_PERMUTE_H namespace nvidia { namespace apex { // permutationBuffer has to contain the indices that map from the new to the old index template inline void ApexPermute(Sortable* sortBuffer, const uint32_t* permutationBuffer, uint32_t numElements, uint32_t numElementsPerPermutation = 1) { nvidia::Array temp; temp.resize(numElementsPerPermutation); // TODO remove used buffer nvidia::Array used(numElements, false); for (uint32_t i = 0; i < numElements; i++) { //if (permutationBuffer[i] == (uint32_t)-1 || permutationBuffer[i] == i) if (used[i] || permutationBuffer[i] == i) { continue; } uint32_t dst = i; uint32_t src = permutationBuffer[i]; for (uint32_t j = 0; j < numElementsPerPermutation; j++) { temp[j] = sortBuffer[numElementsPerPermutation * dst + j]; } do { for (uint32_t j = 0; j < numElementsPerPermutation; j++) { sortBuffer[numElementsPerPermutation * dst + j] = sortBuffer[numElementsPerPermutation * src + j]; } //permutationBuffer[dst] = (uint32_t)-1; used[dst] = true; dst = src; src = permutationBuffer[src]; //} while (permutationBuffer[src] != (uint32_t)-1); } while (!used[src]); for (uint32_t j = 0; j < numElementsPerPermutation; j++) { sortBuffer[numElementsPerPermutation * dst + j] = temp[j]; } //permutationBuffer[dst] = (uint32_t)-1; used[dst] = true; } } } // namespace apex } // namespace nvidia #endif // APEX_PERMUTE_H