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+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * Contains misc. useful macros & defines.
+ * \file IceUtils.h
+ * \author Pierre Terdiman (collected from various sources)
+ * \date April, 4, 2000
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Include Guard
+#ifndef __ICEUTILS_H__
+#define __ICEUTILS_H__
+
+ #define START_RUNONCE { static bool __RunOnce__ = false; if(!__RunOnce__){
+ #define END_RUNONCE __RunOnce__ = true;}}
+
+ //! Reverse all the bits in a 32 bit word (from Steve Baker's Cute Code Collection)
+ //! (each line can be done in any order.
+ inline_ void ReverseBits(udword& n)
+ {
+ n = ((n >> 1) & 0x55555555) | ((n << 1) & 0xaaaaaaaa);
+ n = ((n >> 2) & 0x33333333) | ((n << 2) & 0xcccccccc);
+ n = ((n >> 4) & 0x0f0f0f0f) | ((n << 4) & 0xf0f0f0f0);
+ n = ((n >> 8) & 0x00ff00ff) | ((n << 8) & 0xff00ff00);
+ n = ((n >> 16) & 0x0000ffff) | ((n << 16) & 0xffff0000);
+ // Etc for larger intergers (64 bits in Java)
+ // NOTE: the >> operation must be unsigned! (>>> in java)
+ }
+
+ //! Count the number of '1' bits in a 32 bit word (from Steve Baker's Cute Code Collection)
+ inline_ udword CountBits(udword n)
+ {
+ // This relies of the fact that the count of n bits can NOT overflow
+ // an n bit interger. EG: 1 bit count takes a 1 bit interger, 2 bit counts
+ // 2 bit interger, 3 bit count requires only a 2 bit interger.
+ // So we add all bit pairs, then each nible, then each byte etc...
+ n = (n & 0x55555555) + ((n & 0xaaaaaaaa) >> 1);
+ n = (n & 0x33333333) + ((n & 0xcccccccc) >> 2);
+ n = (n & 0x0f0f0f0f) + ((n & 0xf0f0f0f0) >> 4);
+ n = (n & 0x00ff00ff) + ((n & 0xff00ff00) >> 8);
+ n = (n & 0x0000ffff) + ((n & 0xffff0000) >> 16);
+ // Etc for larger intergers (64 bits in Java)
+ // NOTE: the >> operation must be unsigned! (>>> in java)
+ return n;
+ }
+
+ //! Even faster?
+ inline_ udword CountBits2(udword bits)
+ {
+ bits = bits - ((bits >> 1) & 0x55555555);
+ bits = ((bits >> 2) & 0x33333333) + (bits & 0x33333333);
+ bits = ((bits >> 4) + bits) & 0x0F0F0F0F;
+ return (bits * 0x01010101) >> 24;
+ }
+
+ //! Spread out bits. EG 00001111 -> 0101010101
+ //! 00001010 -> 0100010000
+ //! This is used to interleve to intergers to produce a `Morten Key'
+ //! used in Space Filling Curves (See DrDobbs Journal, July 1999)
+ //! Order is important.
+ inline_ void SpreadBits(udword& n)
+ {
+ n = ( n & 0x0000ffff) | (( n & 0xffff0000) << 16);
+ n = ( n & 0x000000ff) | (( n & 0x0000ff00) << 8);
+ n = ( n & 0x000f000f) | (( n & 0x00f000f0) << 4);
+ n = ( n & 0x03030303) | (( n & 0x0c0c0c0c) << 2);
+ n = ( n & 0x11111111) | (( n & 0x22222222) << 1);
+ }
+
+ // 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:
+ inline_ udword nlpo2(udword x)
+ {
+ x |= (x >> 1);
+ x |= (x >> 2);
+ x |= (x >> 4);
+ x |= (x >> 8);
+ x |= (x >> 16);
+ return x+1;
+ }
+
+ //! Test to see if a number is an exact power of two (from Steve Baker's Cute Code Collection)
+ inline_ bool IsPowerOfTwo(udword n) { return ((n&(n-1))==0); }
+
+ //! Zero the least significant '1' bit in a word. (from Steve Baker's Cute Code Collection)
+ inline_ void ZeroLeastSetBit(udword& n) { n&=(n-1); }
+
+ //! Set the least significant N bits in a word. (from Steve Baker's Cute Code Collection)
+ inline_ void SetLeastNBits(udword& x, udword n) { x|=~(~0<<n); }
+
+ //! Classic XOR swap (from Steve Baker's Cute Code Collection)
+ //! x ^= y; /* x' = (x^y) */
+ //! y ^= x; /* y' = (y^(x^y)) = x */
+ //! x ^= y; /* x' = (x^y)^x = y */
+ inline_ void Swap(udword& x, udword& y) { x ^= y; y ^= x; x ^= y; }
+
+ //! Little/Big endian (from Steve Baker's Cute Code Collection)
+ //!
+ //! Extra comments by Kenny Hoff:
+ //! Determines the byte-ordering of the current machine (little or big endian)
+ //! by setting an integer value to 1 (so least significant bit is now 1); take
+ //! the address of the int and cast to a byte pointer (treat integer as an
+ //! array of four bytes); check the value of the first byte (must be 0 or 1).
+ //! If the value is 1, then the first byte least significant byte and this
+ //! implies LITTLE endian. If the value is 0, the first byte is the most
+ //! significant byte, BIG endian. Examples:
+ //! integer 1 on BIG endian: 00000000 00000000 00000000 00000001
+ //! integer 1 on LITTLE endian: 00000001 00000000 00000000 00000000
+ //!---------------------------------------------------------------------------
+ //! int IsLittleEndian() { int x=1; return ( ((char*)(&x))[0] ); }
+ inline_ char LittleEndian() { int i = 1; return *((char*)&i); }
+
+ //!< Alternative abs function
+ inline_ udword abs_(sdword x) { sdword y= x >> 31; return (x^y)-y; }
+
+ //!< Alternative min function
+ inline_ sdword min_(sdword a, sdword b) { sdword delta = b-a; return a + (delta&(delta>>31)); }
+
+ // Determine if one of the bytes in a 4 byte word is zero
+ inline_ BOOL HasNullByte(udword x) { return ((x + 0xfefefeff) & (~x) & 0x80808080); }
+
+ // To find the smallest 1 bit in a word EG: ~~~~~~10---0 => 0----010---0
+ inline_ udword LowestOneBit(udword w) { return ((w) & (~(w)+1)); }
+// inline_ udword LowestOneBit_(udword w) { return ((w) & (-(w))); }
+
+ // Most Significant 1 Bit
+ // Given a binary integer value x, the most significant 1 bit (highest numbered element of a bit set)
+ // can be computed using 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.
+ // Bitwise AND of the original value with the complement of the "folded" value shifted down by one
+ // yields the most significant bit. For a 32-bit value:
+ inline_ udword msb32(udword x)
+ {
+ x |= (x >> 1);
+ x |= (x >> 2);
+ x |= (x >> 4);
+ x |= (x >> 8);
+ x |= (x >> 16);
+ return (x & ~(x >> 1));
+ }
+
+ /*
+ "Just call it repeatedly with various input values and always with the same variable as "memory".
+ The sharpness determines the degree of filtering, where 0 completely filters out the input, and 1
+ does no filtering at all.
+
+ I seem to recall from college that this is called an IIR (Infinite Impulse Response) filter. As opposed
+ to the more typical FIR (Finite Impulse Response).
+
+ Also, I'd say that you can make more intelligent and interesting filters than this, for example filters
+ that remove wrong responses from the mouse because it's being moved too fast. You'd want such a filter
+ to be applied before this one, of course."
+
+ (JCAB on Flipcode)
+ */
+ inline_ float FeedbackFilter(float val, float& memory, float sharpness)
+ {
+ ASSERT(sharpness>=0.0f && sharpness<=1.0f && "Invalid sharpness value in feedback filter");
+ if(sharpness<0.0f) sharpness = 0.0f;
+ else if(sharpness>1.0f) sharpness = 1.0f;
+ return memory = val * sharpness + memory * (1.0f - sharpness);
+ }
+
+ //! If you can guarantee that your input domain (i.e. value of x) is slightly
+ //! limited (abs(x) must be < ((1<<31u)-32767)), then you can use the
+ //! following code to clamp the resulting value into [-32768,+32767] range:
+ inline_ int ClampToInt16(int x)
+ {
+// ASSERT(abs(x) < (int)((1<<31u)-32767));
+
+ int delta = 32767 - x;
+ x += (delta>>31) & delta;
+ delta = x + 32768;
+ x -= (delta>>31) & delta;
+ return x;
+ }
+
+ // Generic functions
+ template<class Type> inline_ void TSwap(Type& a, Type& b) { const Type c = a; a = b; b = c; }
+ template<class Type> inline_ Type TClamp(const Type& x, const Type& lo, const Type& hi) { return ((x<lo) ? lo : (x>hi) ? hi : x); }
+
+ template<class Type> inline_ void TSort(Type& a, Type& b)
+ {
+ if(a>b) TSwap(a, b);
+ }
+
+ template<class Type> inline_ void TSort(Type& a, Type& b, Type& c)
+ {
+ if(a>b) TSwap(a, b);
+ if(b>c) TSwap(b, c);
+ if(a>b) TSwap(a, b);
+ if(b>c) TSwap(b, c);
+ }
+
+ // Prevent nasty user-manipulations (strategy borrowed from Charles Bloom)
+// #define PREVENT_COPY(curclass) void operator = (const curclass& object) { ASSERT(!"Bad use of operator ="); }
+ // ... actually this is better !
+ #define PREVENT_COPY(cur_class) private: cur_class(const cur_class& object); cur_class& operator=(const cur_class& object);
+
+ //! TO BE DOCUMENTED
+ #define OFFSET_OF(Class, Member) (size_t)&(((Class*)0)->Member)
+ //! TO BE DOCUMENTED
+ #define ICEARRAYSIZE(p) (sizeof(p)/sizeof(p[0]))
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /**
+ * Returns the alignment of the input address.
+ * \fn Alignment()
+ * \param address [in] address to check
+ * \return the best alignment (e.g. 1 for odd addresses, etc)
+ */
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ FUNCTION ICECORE_API udword Alignment(udword address);
+
+ #define IS_ALIGNED_2(x) ((x&1)==0)
+ #define IS_ALIGNED_4(x) ((x&3)==0)
+ #define IS_ALIGNED_8(x) ((x&7)==0)
+
+ inline_ void _prefetch(void const* ptr) { (void)*(char const volatile *)ptr; }
+
+ // Compute implicit coords from an index:
+ // The idea is to get back 2D coords from a 1D index.
+ // For example:
+ //
+ // 0 1 2 ... nbu-1
+ // nbu nbu+1 i ...
+ //
+ // We have i, we're looking for the equivalent (u=2, v=1) location.
+ // i = u + v*nbu
+ // <=> i/nbu = u/nbu + v
+ // Since 0 <= u < nbu, u/nbu = 0 (integer)
+ // Hence: v = i/nbu
+ // Then we simply put it back in the original equation to compute u = i - v*nbu
+ inline_ void Compute2DCoords(udword& u, udword& v, udword i, udword nbu)
+ {
+ v = i / nbu;
+ u = i - (v * nbu);
+ }
+
+ // In 3D: i = u + v*nbu + w*nbu*nbv
+ // <=> i/(nbu*nbv) = u/(nbu*nbv) + v/nbv + w
+ // u/(nbu*nbv) is null since u/nbu was null already.
+ // v/nbv is null as well for the same reason.
+ // Hence w = i/(nbu*nbv)
+ // Then we're left with a 2D problem: i' = i - w*nbu*nbv = u + v*nbu
+ inline_ void Compute3DCoords(udword& u, udword& v, udword& w, udword i, udword nbu, udword nbu_nbv)
+ {
+ w = i / (nbu_nbv);
+ Compute2DCoords(u, v, i - (w * nbu_nbv), nbu);
+ }
+
+#endif // __ICEUTILS_H__