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nvidia-texture-tools/src/nvcore/Utils.h

227 lines
5.9 KiB
C++

// This code is in the public domain -- Ignacio Castaño <castano@gmail.com>
#pragma once
#ifndef NV_CORE_UTILS_H
#define NV_CORE_UTILS_H
#include "nvcore.h"
#include "Debug.h" // nvDebugCheck
// Just in case. Grrr.
#undef min
#undef max
namespace nv
{
// Less error prone than casting. From CB:
// http://cbloomrants.blogspot.com/2011/06/06-17-11-c-casting-is-devil.html
inline int8 asSigned(uint8 x) { return (int8) x; }
inline int16 asSigned(uint16 x) { return (int16) x; }
inline int32 asSigned(uint32 x) { return (int32) x; }
inline int64 asSigned(uint64 x) { return (int64) x; }
inline uint8 asUnsigned(int8 x) { return (uint8) x; }
inline uint16 asUnsigned(int16 x) { return (uint16) x; }
inline uint32 asUnsigned(int32 x) { return (uint32) x; }
inline uint64 asUnsigned(int64 x) { return (uint64) x; }
template <typename T> inline uint32 toU32(T x) {
nvDebugCheck(x <= UINT32_MAX);
nvDebugCheck(x >= 0);
return (uint32) x;
}
/*
template <typename T> inline int8 toI8(T x) {
nvDebugCheck(x <= INT8_MAX);
nvDebugCheck(x >= INT8_MIN);
int8 y = (int8) x;
nvDebugCheck(x == (T)y);
return y;
}
template <typename T> inline uint8 toU8(T x) {
nvDebugCheck(x <= UINT8_MAX);
nvDebugCheck(x >= 0);
return (uint8) x;
}
template <typename T> inline int16 toI16(T x) {
nvDebugCheck(x <= INT16_MAX);
nvDebugCheck(x >= INT16_MIN);
return (int16) x;
}
template <typename T> inline uint16 toU16(T x) {
nvDebugCheck(x <= UINT16_MAX);
nvDebugCheck(x >= 0);
return (uint16) x;
}
template <typename T> inline int32 toI32(T x) {
nvDebugCheck(x <= INT32_MAX);
nvDebugCheck(x >= INT32_MIN);
return (int32) x;
}
template <typename T> inline uint32 toU32(T x) {
nvDebugCheck(x <= UINT32_MAX);
nvDebugCheck(x >= 0);
return (uint32) x;
}
template <typename T> inline int64 toI64(T x) {
nvDebugCheck(x <= INT64_MAX);
nvDebugCheck(x >= INT64_MIN);
return (int64) x;
}
template <typename T> inline uint64 toU64(T x) {
nvDebugCheck(x <= UINT64_MAX);
nvDebugCheck(x >= 0);
return (uint64) x;
}
*/
/// Swap two values.
template <typename T>
inline void swap(T & a, T & b)
{
T temp = a;
a = b;
b = temp;
}
/// Return the maximum of the two arguments.
template <typename T>
inline const T & max(const T & a, const T & b)
{
//return std::max(a, b);
if( a < b ) {
return b;
}
return a;
}
/// Return the maximum of the three arguments.
template <typename T>
inline const T & max(const T & a, const T & b, const T & c)
{
return max(a, max(b, c));
}
/// Return the minimum of two values.
template <typename T>
inline const T & min(const T & a, const T & b)
{
//return std::min(a, b);
if( b < a ) {
return b;
}
return a;
}
/// Return the maximum of the three arguments.
template <typename T>
inline const T & min(const T & a, const T & b, const T & c)
{
return min(a, min(b, c));
}
/// Clamp between two values.
template <typename T>
inline const T & clamp(const T & x, const T & a, const T & b)
{
return min(max(x, a), b);
}
/** Return the next power of two.
* @see http://graphics.stanford.edu/~seander/bithacks.html
* @warning Behaviour for 0 is undefined.
* @note isPowerOfTwo(x) == true -> nextPowerOfTwo(x) == x
* @note nextPowerOfTwo(x) = 2 << log2(x-1)
*/
inline uint nextPowerOfTwo( uint x )
{
nvDebugCheck( x != 0 );
#if 1 // On modern CPUs this is supposed to be as fast as using the bsr instruction.
x--;
x |= x >> 1;
x |= x >> 2;
x |= x >> 4;
x |= x >> 8;
x |= x >> 16;
return x+1;
#else
uint p = 1;
while( x > p ) {
p += p;
}
return p;
#endif
}
/// Return true if @a n is a power of two.
inline bool isPowerOfTwo( uint n )
{
return (n & (n-1)) == 0;
}
inline uint sdbmHash(const void * data_in, uint size, uint h = 5381)
{
const uint8 * data = (const uint8 *) data_in;
uint i = 0;
while (i < size) {
h = (h << 16) + (h << 6) - h + (uint) data[i++];
}
return h;
}
// Note that this hash does not handle NaN properly.
inline uint sdbmFloatHash(const float * f, uint count, uint h = 5381)
{
for (uint i = 0; i < count; i++) {
//nvDebugCheck(nv::isFinite(*f));
union { float f; uint32 i; } x = { *f };
if (x.i == 0x80000000) x.i = 0;
h = sdbmHash(&x, 4, h);
}
return h;
}
// Some hash functors:
template <typename Key> struct Hash
{
uint operator()(const Key & k) const {
return sdbmHash(&k, sizeof(Key));
}
};
template <> struct Hash<int>
{
uint operator()(int x) const { return x; }
};
template <> struct Hash<uint>
{
uint operator()(uint x) const { return x; }
};
template <> struct Hash<float>
{
uint operator()(float f) const {
return sdbmFloatHash(&f, 1);
}
};
template <typename Key> struct Equal
{
bool operator()(const Key & k0, const Key & k1) const {
return k0 == k1;
}
};
} // nv namespace
#endif // NV_CORE_UTILS_H