// // 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) 2008-2018 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 namespace physx { 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) { 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) { uint32_t mask = /* sGridSize */ 8 - 1; 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; 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 { 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 physx