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

205 lines
6.3 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
#define NV_INT8_MIN (-128)
#define NV_INT8_MAX 127
#define NV_INT16_MIN (-32767-1)
#define NV_INT16_MAX 32767
#define NV_UINT16_MAX 0xffff
#define NV_INT32_MIN (-2147483647-1)
#define NV_INT32_MAX 2147483647
#define NV_UINT32_MAX 0xffffffff
#define NV_INT64_MAX POSH_I64(9223372036854775807)
#define NV_INT64_MIN (-POSH_I64(9223372036854775808))
#define NV_UINT64_MAX POSH_U64(0xffffffffffffffff)
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; }
// uint32 casts:
template <typename T> inline uint32 toU32(T x) { return x; }
template <> inline uint32 toU32<uint64>(uint64 x) { nvDebugCheck(x <= NV_UINT32_MAX); return (uint32)x; }
template <> inline uint32 toU32<int64>(int64 x) { nvDebugCheck(x >= 0 && x <= NV_UINT32_MAX); return (uint32)x; }
//template <> inline uint32 toU32<uint32>(uint32 x) { return x; }
template <> inline uint32 toU32<int32>(int32 x) { nvDebugCheck(x >= 0); return (uint32)x; }
//template <> inline uint32 toU32<uint16>(uint16 x) { return x; }
template <> inline uint32 toU32<int16>(int16 x) { nvDebugCheck(x >= 0); return (uint32)x; }
//template <> inline uint32 toU32<uint8>(uint8 x) { return x; }
template <> inline uint32 toU32<int8>(int8 x) { nvDebugCheck(x >= 0); return (uint32)x; }
// int32 casts:
template <typename T> inline int32 toI32(T x) { return x; }
template <> inline int32 toI32<uint64>(uint64 x) { nvDebugCheck(x <= NV_INT32_MAX); return (int32)x; }
template <> inline int32 toI32<int64>(int64 x) { nvDebugCheck(x >= NV_INT32_MIN && x <= NV_UINT32_MAX); return (int32)x; }
template <> inline int32 toI32<uint32>(uint32 x) { nvDebugCheck(x <= NV_INT32_MAX); return (int32)x; }
//template <> inline int32 toI32<int32>(int32 x) { return x; }
//template <> inline int32 toI32<uint16>(uint16 x) { return x; }
//template <> inline int32 toI32<int16>(int16 x) { return x; }
//template <> inline int32 toI32<uint8>(uint8 x) { return x; }
//template <> inline int32 toI32<int8>(int8 x) { return 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