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//
// 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<class Sortable>
inline void ApexPermute(Sortable* sortBuffer, const uint32_t* permutationBuffer, uint32_t numElements, uint32_t numElementsPerPermutation = 1)
{
nvidia::Array<Sortable> temp;
temp.resize(numElementsPerPermutation);
// TODO remove used buffer
nvidia::Array<bool> 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
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