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blender-archive/source/blender/blenlib/intern/BLI_index_range.cc
Jacques Lucke 967664d1ee BLI: new C++ BitVector data structure
This adds a new `blender::BitVector` data structure that was requested
a couple of times. It also replaces usages of `BLI_bitmap` in C++ code.

See the comment in `BLI_bit_vector.hh` for more details about the
advantages and disadvantages of using a bit-vector and how the new
data structure compares to `std::vector<bool>` and `BLI_bitmap`.

Differential Revision: https://developer.blender.org/D14006
2022-09-07 13:15:34 +02:00

78 lines
2.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#include <mutex>
#include "BLI_array.hh"
#include "BLI_index_range.hh"
#include "BLI_span.hh"
#include "BLI_task.hh"
#include "BLI_vector.hh"
namespace blender {
static RawVector<RawArray<int64_t, 0>> arrays;
static std::mutex current_array_mutex;
std::atomic<int64_t> IndexRange::s_current_array_size = 0;
std::atomic<int64_t *> IndexRange::s_current_array = nullptr;
Span<int64_t> IndexRange::as_span_internal() const
{
int64_t min_required_size = start_ + size_;
std::lock_guard<std::mutex> lock(current_array_mutex);
/* Double checked lock. */
if (min_required_size <= s_current_array_size) {
return Span<int64_t>(s_current_array + start_, size_);
}
/* Isolate, because a mutex is locked. */
threading::isolate_task([&]() {
int64_t new_size = std::max<int64_t>(1000, power_of_2_max_u(min_required_size));
RawArray<int64_t, 0> new_array(new_size);
threading::parallel_for(IndexRange(new_size), 4096, [&](const IndexRange range) {
for (const int64_t i : range) {
new_array[i] = i;
}
});
arrays.append(std::move(new_array));
s_current_array.store(arrays.last().data(), std::memory_order_release);
s_current_array_size.store(new_size, std::memory_order_release);
});
return Span<int64_t>(s_current_array + start_, size_);
}
AlignedIndexRanges split_index_range_by_alignment(const IndexRange range, const int64_t alignment)
{
BLI_assert(is_power_of_2_i(alignment));
const int64_t mask = alignment - 1;
AlignedIndexRanges aligned_ranges;
const int64_t start_chunk = range.start() & ~mask;
const int64_t end_chunk = range.one_after_last() & ~mask;
if (start_chunk == end_chunk) {
aligned_ranges.prefix = range;
}
else {
int64_t prefix_size = 0;
int64_t suffix_size = 0;
if (range.start() != start_chunk) {
prefix_size = alignment - (range.start() & mask);
}
if (range.one_after_last() != end_chunk) {
suffix_size = range.one_after_last() - end_chunk;
}
aligned_ranges.prefix = IndexRange(range.start(), prefix_size);
aligned_ranges.suffix = IndexRange(end_chunk, suffix_size);
aligned_ranges.aligned = IndexRange(aligned_ranges.prefix.one_after_last(),
range.size() - prefix_size - suffix_size);
}
return aligned_ranges;
}
} // namespace blender