68 lines
2.6 KiB
C#
68 lines
2.6 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Threading;
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/// <summary>
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/// An array with wrap-around access for LockFreeWorkStealingDeque based on the paper
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/// "Dynamic Circular Work-Stealing Deque", authors David Chase and Yossi Lev.
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/// https://www.dre.vanderbilt.edu/~schmidt/PDF/work-stealing-dequeue.pdf
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/// Modified to support negative indices.
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/// </summary>
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public class CircularArray<T> {
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private int size;
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private T[] segment;
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private uint mask;
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public int Size { get { return size; } }
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public CircularArray (int sizePoT) {
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this.size = sizePoT;
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segment = new T[sizePoT];
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mask = (uint)(sizePoT - 1);
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}
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public T Get (int i) {
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return this.segment[((uint)i) & mask];
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}
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public void Put (int i, T item) {
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this.segment[((uint)i) & mask] = item;
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}
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public CircularArray<T> Grow (int b, int t, int newSizePoT) {
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CircularArray<T> a = new CircularArray<T>(newSizePoT);
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for (int i = t; i < b; i++) {
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a.Put(i, this.Get(i));
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}
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return a;
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}
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}
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