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From: Rene Rivera (grafik666_at_[hidden])
Date: 2002-07-30 23:05:58
[2002-07-30] Jeremy Siek wrote:
>On Wed, 31 Jul 2002, Gennaro Prota wrote:
[snip]
>> a) providing an implementation with a 16- or 32-slot table; then using
>> conditional compilation to choose between that table implementation
>> and the portable one. If the combination table-size/count()-loop is
>> not suitable for a given C++ platform boost automatically switches to
>> the portable 1-bit-a-time code.
>>
>>
>> b) as above, but with the possibility for the user to provide his own
>> bit-count solution for a single byte. For instance changing the loop
>> above in:
>>
>> num += user_defined_count (*p);
>>
>> Again, suitable macros could be used to control whether to switch to
>> the slow solution or asking the user to provide the
>> user_defined_count() function.
In game programming bit counting has been reinvented many times and so far
the fastest, most portable way to do this doesn't require any tables and is
a fixed set of operations per bit (or byte, or word, depending on the
granularity you think in).
This counts the 1 bits on an 8 bit byte:
byte x = <some_bit_value>;
byte a = (x & 0xAA) >> 1;
byte b = (x & 0x55);
x = a+b;
a = (x & 0xCC) >> 2;
b = (x & 0x33);
x = a+b;
a = (x & 0xF0) >> 4;
b = (x & 0x0F);
x = a+b;
x == <the bit count>
At 12 operations per byte, or 3/2 per bit.
Enjoy :-)
-- grafik - Don't Assume Anything
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