Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/// \nodoc (keyword to exclude this file from automatic README.md generation)
#pragma once
#ifndef NVH_ALIGNEMENT_HPP
#define NVH_ALIGNEMENT_HPP 1
#include <stddef.h> // for size_t
namespace nvh {
template <class integral>
constexpr bool is_aligned(integral x, size_t a) noexcept
{
return (x & (integral(a) - 1)) == 0;
}
template <class integral>
constexpr integral align_up(integral x, size_t a) noexcept
{
return integral((x + (integral(a) - 1)) & ~integral(a - 1));
}
template <class integral>
constexpr integral align_down(integral x, size_t a) noexcept
{
return integral(x & ~integral(a - 1));
}
} // namespace nvh
#endif // !NVH_ALIGNEMENT_HPP