// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PSFOUNDATION_PSBITUTILS_H #define PSFOUNDATION_PSBITUTILS_H #include "foundation/PxIntrinsics.h" #include "../Callbacks.h" #include "PsIntrinsics.h" #include "Ps.h" /** \brief NVidia namespace */ namespace nv { /** \brief nvcloth namespace */ namespace cloth { namespace ps { PX_INLINE uint32_t bitCount(uint32_t v) { // from http://graphics.stanford.edu/~seander/bithacks.html#CountBitsSetParallel uint32_t const w = v - ((v >> 1) & 0x55555555); uint32_t const x = (w & 0x33333333) + ((w >> 2) & 0x33333333); return (((x + (x >> 4)) & 0xF0F0F0F) * 0x1010101) >> 24; } PX_INLINE bool isPowerOfTwo(uint32_t x) { return x != 0 && (x & (x - 1)) == 0; } // "Next Largest Power of 2 // Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm // that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with // the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next // largest power of 2. For a 32-bit value:" PX_INLINE uint32_t nextPowerOfTwo(uint32_t x) { x |= (x >> 1); x |= (x >> 2); x |= (x >> 4); x |= (x >> 8); x |= (x >> 16); return x + 1; } /*! Return the index of the highest set bit. Not valid for zero arg. */ PX_INLINE uint32_t lowestSetBit(uint32_t x) { NV_CLOTH_ASSERT(x); return PxLowestSetBitUnsafe(x); } /*! Return the index of the highest set bit. Not valid for zero arg. */ PX_INLINE uint32_t highestSetBit(uint32_t x) { NV_CLOTH_ASSERT(x); return PxHighestSetBitUnsafe(x); } // Helper function to approximate log2 of an integer value // assumes that the input is actually power of two. // todo: replace 2 usages with 'highestSetBit' PX_INLINE uint32_t ilog2(uint32_t num) { for(uint32_t i = 0; i < 32; i++) { num >>= 1; if(num == 0) return i; } NV_CLOTH_ASSERT(0); return uint32_t(-1); } } // namespace ps } // namespace cloth } // namespace nv #endif // #ifndef PSFOUNDATION_PSBITUTILS_H