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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#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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