Files
test/source/blender/blenlib/BLI_bit_group_vector.hh
Jacques Lucke 7b61dcf6bc Geometry Nodes: deduplicate anonymous attribute analysis algorithm
Previously, there were two independent algorithms for analysing how anonymous
attributes are used in a node tree: One that just computed the `aal::RelationsInNode`
for an entire node tree and one that performed a more in depth analysis to
determine how far anonymous attributes should be propagated.

As it turns out, both operations can also be done at the same time and the result
can be cached on the node tree. This reduces the amount of code and allows for
better code reuse.

This simplification is likely only an intermediate step as things will probably have
to be refactored further to support e.g. serial loops (#108896).
2023-06-14 14:04:22 +02:00

110 lines
3.0 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_bit_vector.hh"
namespace blender::bits {
/**
* A #BitGroupVector is a compact data structure that allows storing an arbitrary but fixed number
* of bits per element. For example, it could be used to compactly store 5 bits per vertex in a
* mesh. The data structure stores the bits in a way so that the #BitSpan for every element is
* bounded according to #is_bounded_span. The makes sure that operations on entire groups can be
* implemented efficiently. For example, one can easy `or` one group into another.
*/
template<int64_t InlineBufferCapacity = 64, typename Allocator = GuardedAllocator>
class BitGroupVector {
private:
/**
* Number of bits per group.
*/
int64_t group_size_ = 0;
/**
* Actually stored number of bits per group so that individual groups are bounded according to
* #is_bounded_span.
*/
int64_t aligned_group_size_ = 0;
BitVector<InlineBufferCapacity, Allocator> data_;
static int64_t align_group_size(const int64_t group_size)
{
if (group_size < 64) {
/* Align to next power of two so that a single group never spans across two ints. */
return int64_t(power_of_2_max_u(uint32_t(group_size)));
}
/* Align to multiple of BitsPerInt. */
return (group_size + BitsPerInt - 1) & ~(BitsPerInt - 1);
}
public:
BitGroupVector() = default;
BitGroupVector(const int64_t size_in_groups,
const int64_t group_size,
const bool value = false,
Allocator allocator = {})
: group_size_(group_size),
aligned_group_size_(align_group_size(group_size)),
data_(size_in_groups * aligned_group_size_, value, allocator)
{
BLI_assert(group_size >= 0);
BLI_assert(size_in_groups >= 0);
}
/** Get all the bits at an index. */
BoundedBitSpan operator[](const int64_t i) const
{
const int64_t offset = aligned_group_size_ * i;
return {data_.data() + (offset >> BitToIntIndexShift),
IndexRange(offset & BitIndexMask, group_size_)};
}
/** Get all the bits at an index. */
MutableBoundedBitSpan operator[](const int64_t i)
{
const int64_t offset = aligned_group_size_ * i;
return {data_.data() + (offset >> BitToIntIndexShift),
IndexRange(offset & BitIndexMask, group_size_)};
}
/** Number of groups. */
int64_t size() const
{
return aligned_group_size_ == 0 ? 0 : data_.size() / aligned_group_size_;
}
/** Number of bits per group. */
int64_t group_size() const
{
return group_size_;
}
IndexRange index_range() const
{
return IndexRange{this->size()};
}
/**
* Get all stored bits. Note that this may also contain padding bits. This can be used to e.g.
* mix multiple #BitGroupVector.
*/
BoundedBitSpan all_bits() const
{
return data_;
}
MutableBoundedBitSpan all_bits()
{
return data_;
}
};
} // namespace blender::bits
namespace blender {
using bits::BitGroupVector;
}