nvidia-texture-tools/src/nvtt/bc7/ImfArray.h
2010-05-29 02:47:57 +00:00

262 lines
6.4 KiB
C++

///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// All rights reserved.
//
// 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 Industrial Light & Magic 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 AND CONTRIBUTORS
// "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.
//
///////////////////////////////////////////////////////////////////////////
#ifndef INCLUDED_IMF_ARRAY_H
#define INCLUDED_IMF_ARRAY_H
//-------------------------------------------------------------------------
//
// class Array
// class Array2D
//
// "Arrays of T" whose sizes are not known at compile time.
// When an array goes out of scope, its elements are automatically
// deleted.
//
// Usage example:
//
// struct C
// {
// C () {std::cout << "C::C (" << this << ")\n";};
// virtual ~C () {std::cout << "C::~C (" << this << ")\n";};
// };
//
// int
// main ()
// {
// Array <C> a(3);
//
// C &b = a[1];
// const C &c = a[1];
// C *d = a + 2;
// const C *e = a;
//
// return 0;
// }
//
//-------------------------------------------------------------------------
namespace Imf {
template <class T>
class Array
{
public:
//-----------------------------
// Constructors and destructors
//-----------------------------
Array () {_data = 0;}
Array (long size) {_data = new T[size];}
~Array () {delete [] _data;}
//-----------------------------
// Access to the array elements
//-----------------------------
operator T * () {return _data;}
operator const T * () const {return _data;}
//------------------------------------------------------
// Resize and clear the array (the contents of the array
// are not preserved across the resize operation).
//
// resizeEraseUnsafe() is more memory efficient than
// resizeErase() because it deletes the old memory block
// before allocating a new one, but if allocating the
// new block throws an exception, resizeEraseUnsafe()
// leaves the array in an unusable state.
//
//------------------------------------------------------
void resizeErase (long size);
void resizeEraseUnsafe (long size);
private:
Array (const Array &); // Copying and assignment
Array & operator = (const Array &); // are not implemented
T * _data;
};
template <class T>
class Array2D
{
public:
//-----------------------------
// Constructors and destructors
//-----------------------------
Array2D (); // empty array, 0 by 0 elements
Array2D (long sizeX, long sizeY); // sizeX by sizeY elements
~Array2D ();
//-----------------------------
// Access to the array elements
//-----------------------------
T * operator [] (long x);
const T * operator [] (long x) const;
//------------------------------------------------------
// Resize and clear the array (the contents of the array
// are not preserved across the resize operation).
//
// resizeEraseUnsafe() is more memory efficient than
// resizeErase() because it deletes the old memory block
// before allocating a new one, but if allocating the
// new block throws an exception, resizeEraseUnsafe()
// leaves the array in an unusable state.
//
//------------------------------------------------------
void resizeErase (long sizeX, long sizeY);
void resizeEraseUnsafe (long sizeX, long sizeY);
private:
Array2D (const Array2D &); // Copying and assignment
Array2D & operator = (const Array2D &); // are not implemented
long _sizeY;
T * _data;
};
//---------------
// Implementation
//---------------
template <class T>
inline void
Array<T>::resizeErase (long size)
{
T *tmp = new T[size];
delete [] _data;
_data = tmp;
}
template <class T>
inline void
Array<T>::resizeEraseUnsafe (long size)
{
delete [] _data;
_data = 0;
_data = new T[size];
}
template <class T>
inline
Array2D<T>::Array2D ():
_sizeY (0), _data (0)
{
// emtpy
}
template <class T>
inline
Array2D<T>::Array2D (long sizeX, long sizeY):
_sizeY (sizeY), _data (new T[sizeX * sizeY])
{
// emtpy
}
template <class T>
inline
Array2D<T>::~Array2D ()
{
delete [] _data;
}
template <class T>
inline T *
Array2D<T>::operator [] (long x)
{
return _data + x * _sizeY;
}
template <class T>
inline const T *
Array2D<T>::operator [] (long x) const
{
return _data + x * _sizeY;
}
template <class T>
inline void
Array2D<T>::resizeErase (long sizeX, long sizeY)
{
T *tmp = new T[sizeX * sizeY];
delete [] _data;
_sizeY = sizeY;
_data = tmp;
}
template <class T>
inline void
Array2D<T>::resizeEraseUnsafe (long sizeX, long sizeY)
{
delete [] _data;
_data = 0;
_sizeY = 0;
_data = new T[sizeX * sizeY];
_sizeY = sizeY;
}
} // namespace Imf
#endif