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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) 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<Scalar4i>
{
inline Gather(const Scalar4i& index);
inline Scalar4i operator()(const Scalar4i*) const;
Scalar4i mIndex;
Scalar4i mOutOfRange;
};
Gather<Scalar4i>::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<Scalar4i>::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
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