Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
// A Fixed-allocation class for maintaining a 1d or 2d or 3d array of data in a structure-of-arrays
// (SOA) sse-friendly manner.
// =============================================================================//
#ifndef UTLSOACONTAINER_H
#define UTLSOACONTAINER_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "tier0/dbg.h"
#include "tier0/threadtools.h"
#include "tier1/utlmemory.h"
#include "tier1/utlblockmemory.h"
#include "mathlib/ssemath.h"
// strided pointers. gives you a class that acts like a pointer, but the ++ and += operators do the
// right thing
template<class T> class CStridedPtr
{
protected:
T *m_pData;
size_t m_nStride;
public:
FORCEINLINE CStridedPtr<T>( void *pData, size_t nByteStride )
{
m_pData = reinterpret_cast<T *>( pData );
m_nStride = nByteStride / sizeof( T );
}
FORCEINLINE CStridedPtr<T>( void ) {}
T *operator->(void) const
{
return m_pData;
}
T & operator*(void) const
{
return *m_pData;
}
FORCEINLINE operator T *(void)
{
return m_pData;
}
FORCEINLINE CStridedPtr<T> & operator++(void)
{
m_pData += m_nStride;
return *this;
}
FORCEINLINE void operator+=( size_t nNumElements )
{
m_pData += nNumElements * m_nStride;
}
};
template<class T> class CStridedConstPtr
{
protected:
const T *m_pData;
size_t m_nStride;
public:
FORCEINLINE CStridedConstPtr<T>( void const *pData, size_t nByteStride )
{
m_pData = reinterpret_cast<T const *>( pData );
m_nStride = nByteStride / sizeof( T );
}
FORCEINLINE CStridedConstPtr<T>( void ) {}
const T *operator->(void) const
{
return m_pData;
}
const T & operator*(void) const
{
return *m_pData;
}
FORCEINLINE operator const T *(void) const
{
return m_pData;
}
FORCEINLINE CStridedConstPtr<T> &operator++(void)
{
m_pData += m_nStride;
return *this;
}
FORCEINLINE void operator+=( size_t nNumElements )
{
m_pData += nNumElements*m_nStride;
}
};
// allowed field data types. if you change these values, you need to change the tables in the .cpp file
enum EAttributeDataType
{
ATTRDATATYPE_FLOAT = 0, // a float attribute
ATTRDATATYPE_4V = 1, // vector data type, stored as class FourVectors
ATTRDATATYPE_INT = 2, // integer. not especially sse-able on
// all architectures.
ATTRDATATYPE_POINTER = 3, // a pointer.
ATTRDATATYPE_NONE = -1, // pad and varargs ender
};
#define MAX_SOA_FIELDS 32
class CSOAContainer
{
protected:
int m_nColumns; // # of rows and columns created with
int m_nRows;
int m_nSlices;
int m_nPaddedColumns; // # of columns rounded up for sse
int m_nNumQuadsPerRow; // # of groups of 4 elements per row
uint8 *m_pDataMemory; // the actual data memory
uint8 *m_pAttributePtrs[MAX_SOA_FIELDS];
EAttributeDataType m_nDataType[MAX_SOA_FIELDS];
size_t m_nStrideInBytes[MAX_SOA_FIELDS]; // stride from one field datum to another
size_t m_nRowStrideInBytes[MAX_SOA_FIELDS]; // stride from one row datum to another per field
size_t m_nSliceStrideInBytes[MAX_SOA_FIELDS]; // stride from one slice datum to another per field
uint32 m_nFieldPresentMask;
FORCEINLINE void Init( void )
{
memset( m_nDataType, 0xff, sizeof( m_nDataType ) );
m_pDataMemory = 0;
m_nColumns = m_nPaddedColumns = m_nRows = m_nSlices = 0;
m_nFieldPresentMask = 0;
}
public:
CSOAContainer( void ) // an empoty one with no attributes
{
Init();
}
void Purge( void ); // set back to un-initted state, freeing memory
~CSOAContainer( void );
// easy constructor for 2d using varargs. call like
// #define ATTR_RED 0
// #define ATTR_GREEN 1
// #define ATTR_BLUE 2
// CSOAContainer myimage( 256, 256, ATTR_RED, ATTRDATATYPE_FLOAT, ATTR_GREEN, ATTRDATATYPE_FLOAT,
// ATTR_BLUE, ATTRDATATYPE_FLOAT, -1 );
CSOAContainer( int nCols, int nRows, ... );
size_t ElementSize( void ) const; // total bytes per element. not super fast.
// set the data type for an attribute. If you set the data type, but tell it not to allocate,
// the data type will be set but writes will assert, and reads will give you back zeros.
FORCEINLINE void SetAttributeType( int nAttrIdx, EAttributeDataType nDataType, bool bAllocateMemory = true )
{
Assert( !m_pDataMemory ); // can't change after memory allocated
Assert( nAttrIdx < MAX_SOA_FIELDS );
m_nDataType[nAttrIdx] = nDataType;
if ( ( m_nDataType[nAttrIdx] != ATTRDATATYPE_NONE ) && bAllocateMemory )
m_nFieldPresentMask |= ( 1 << nAttrIdx );
else
m_nFieldPresentMask &= ~( 1 << nAttrIdx );
}
FORCEINLINE int NumRows( void ) const
{
return m_nRows;
}
FORCEINLINE int NumCols( void ) const
{
return m_nColumns;
}
FORCEINLINE int NumSlices( void ) const
{
return m_nSlices;
}
FORCEINLINE void AssertDataType( int nAttrIdx, EAttributeDataType nDataType ) const
{
Assert( nAttrIdx >= 0 );
Assert( nAttrIdx < MAX_SOA_FIELDS );
Assert( m_nStrideInBytes[nAttrIdx] );
}
// # of groups of 4 elements per row
FORCEINLINE int NumQuadsPerRow( void ) const
{
return m_nNumQuadsPerRow;
}
FORCEINLINE int Count( void ) const // for 1d data
{
return NumCols();
}
FORCEINLINE int NumElements( void ) const
{
return NumCols() * NumRows() * NumSlices();
}
// how much to step to go from the end of one row to the start of the next one. Basically, how
// many bytes to add at the end of a row when iterating over the whole 2d array with ++
FORCEINLINE size_t RowToRowStep( int nAttrIdx ) const
{
return 0;
}
FORCEINLINE void *RowPtr( int nAttributeIdx, int nRowNumber, int nSliceNumber = 0 ) const
{
Assert( nRowNumber < m_nRows );
Assert( nAttributeIdx < MAX_SOA_FIELDS );
Assert( m_nDataType[nAttributeIdx] != ATTRDATATYPE_NONE );
Assert( m_nFieldPresentMask & ( 1 << nAttributeIdx ) );
return m_pAttributePtrs[nAttributeIdx] +
+ nRowNumber * m_nRowStrideInBytes[nAttributeIdx]
+ nSliceNumber * m_nSliceStrideInBytes[nAttributeIdx];
}
FORCEINLINE void const *ConstRowPtr( int nAttributeIdx, int nRowNumber, int nSliceNumber = 0 ) const
{
Assert( nRowNumber < m_nRows );
Assert( nAttributeIdx < MAX_SOA_FIELDS );
Assert( m_nDataType[nAttributeIdx] != ATTRDATATYPE_NONE );
return m_pAttributePtrs[nAttributeIdx]
+ nRowNumber * m_nRowStrideInBytes[nAttributeIdx]
+ nSliceNumber * m_nSliceStrideInBytes[nAttributeIdx];
}
template<class T> FORCEINLINE T *ElementPointer( int nAttributeIdx,
int nX = 0, int nY = 0, int nZ = 0 ) const
{
Assert( nAttributeIdx < MAX_SOA_FIELDS );
Assert( nX < m_nColumns );
Assert( nY < m_nRows );
Assert( nZ < m_nSlices );
Assert( m_nDataType[nAttributeIdx] != ATTRDATATYPE_NONE );
Assert( m_nDataType[nAttributeIdx] != ATTRDATATYPE_4V );
return reinterpret_cast<T *>( m_pAttributePtrs[nAttributeIdx]
+ nX * sizeof( float )
+ nY * m_nRowStrideInBytes[nAttributeIdx]
+ nZ * m_nSliceStrideInBytes[nAttributeIdx]
);
}
FORCEINLINE size_t ItemByteStride( int nAttributeIdx ) const
{
Assert( nAttributeIdx < MAX_SOA_FIELDS );
Assert( m_nDataType[nAttributeIdx] != ATTRDATATYPE_NONE );
return m_nStrideInBytes[ nAttributeIdx ];
}
// copy the attribute data from another soacontainer. must be compatible geometry
void CopyAttrFrom( CSOAContainer const &other, int nAttributeIdx );
// copy the attribute data from another attribute. must be compatible data format
void CopyAttrToAttr( int nSrcAttributeIndex, int nDestAttributeIndex);
// move all the data from one csoacontainer to another, leaving the source empty.
// this is just a pointer copy.
FORCEINLINE void MoveDataFrom( CSOAContainer other )
{
(*this) = other;
other.Init();
}
void AllocateData( int nNCols, int nNRows, int nSlices = 1 ); // actually allocate the memory and set the pointers up
// arithmetic and data filling functions. All SIMD and hopefully fast
// set all elements of a float attribute to random #s
void RandomizeAttribute( int nAttr, float flMin, float flMax ) const ;
// fill 2d a rectangle with values interpolated from 4 corner values.
void FillAttrWithInterpolatedValues( int nAttr, float flValue00, float flValue10, float flValue01, float flValue11 ) const;
void FillAttrWithInterpolatedValues( int nAttr, Vector flValue00, Vector flValue10,
Vector const &flValue01, Vector const &flValue11 ) const;
};
class CFltX4AttributeIterator : public CStridedConstPtr<fltx4>
{
FORCEINLINE CFltX4AttributeIterator( CSOAContainer const *pContainer, int nAttribute, int nRowNumber = 0 )
: CStridedConstPtr<fltx4>( pContainer->ConstRowPtr( nAttribute, nRowNumber),
pContainer->ItemByteStride( nAttribute ) )
{
}
};
class CFltX4AttributeWriteIterator : public CStridedPtr<fltx4>
{
FORCEINLINE CFltX4AttributeWriteIterator( CSOAContainer const *pContainer, int nAttribute, int nRowNumber = 0 )
: CStridedPtr<fltx4>( pContainer->RowPtr( nAttribute, nRowNumber),
pContainer->ItemByteStride( nAttribute ) )
{
}
};
#endif