mirror of
https://github.com/GreemDev/Ryujinx.git
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4da44e09cb
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies * Make structs with trivial boilerplate equality code record structs * Remove unnecessary readonly modifiers from TextureCreateInfo * Make BitMap structs readonly too
199 lines
5.5 KiB
C#
199 lines
5.5 KiB
C#
using System.Runtime.CompilerServices;
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namespace Ryujinx.Memory.Tracking
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{
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/// <summary>
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/// A bitmap that can check or set large ranges of true/false values at once.
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/// </summary>
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readonly struct BitMap
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{
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public const int IntSize = 64;
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private const int IntShift = 6;
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private const int IntMask = IntSize - 1;
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/// <summary>
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/// Masks representing the bitmap. Least significant bit first, 64-bits per mask.
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/// </summary>
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public readonly long[] Masks;
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/// <summary>
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/// Create a new bitmap.
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/// </summary>
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/// <param name="count">The number of bits to reserve</param>
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public BitMap(int count)
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{
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Masks = new long[(count + IntMask) / IntSize];
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}
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/// <summary>
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/// Check if any bit in the bitmap is set.
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/// </summary>
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/// <returns>True if any bits are set, false otherwise</returns>
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public bool AnySet()
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{
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for (int i = 0; i < Masks.Length; i++)
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{
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if (Masks[i] != 0)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Check if a bit in the bitmap is set.
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/// </summary>
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/// <param name="bit">The bit index to check</param>
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/// <returns>True if the bit is set, false otherwise</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool IsSet(int bit)
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{
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int wordIndex = bit >> IntShift;
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int wordBit = bit & IntMask;
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long wordMask = 1L << wordBit;
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return (Masks[wordIndex] & wordMask) != 0;
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}
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/// <summary>
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/// Check if any bit in a range of bits in the bitmap are set. (inclusive)
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/// </summary>
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/// <param name="start">The first bit index to check</param>
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/// <param name="end">The last bit index to check</param>
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/// <returns>True if a bit is set, false otherwise</returns>
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public bool IsSet(int start, int end)
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{
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if (start == end)
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{
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return IsSet(start);
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}
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int startIndex = start >> IntShift;
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int startBit = start & IntMask;
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long startMask = -1L << startBit;
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int endIndex = end >> IntShift;
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int endBit = end & IntMask;
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long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
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if (startIndex == endIndex)
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{
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return (Masks[startIndex] & startMask & endMask) != 0;
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}
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if ((Masks[startIndex] & startMask) != 0)
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{
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return true;
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}
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for (int i = startIndex + 1; i < endIndex; i++)
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{
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if (Masks[i] != 0)
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{
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return true;
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}
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}
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if ((Masks[endIndex] & endMask) != 0)
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Set a bit at a specific index to 1.
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/// </summary>
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/// <param name="bit">The bit index to set</param>
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/// <returns>True if the bit is set, false if it was already set</returns>
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public bool Set(int bit)
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{
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int wordIndex = bit >> IntShift;
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int wordBit = bit & IntMask;
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long wordMask = 1L << wordBit;
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if ((Masks[wordIndex] & wordMask) != 0)
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{
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return false;
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}
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Masks[wordIndex] |= wordMask;
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return true;
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}
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/// <summary>
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/// Set a range of bits in the bitmap to 1.
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/// </summary>
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/// <param name="start">The first bit index to set</param>
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/// <param name="end">The last bit index to set</param>
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public void SetRange(int start, int end)
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{
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if (start == end)
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{
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Set(start);
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return;
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}
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int startIndex = start >> IntShift;
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int startBit = start & IntMask;
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long startMask = -1L << startBit;
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int endIndex = end >> IntShift;
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int endBit = end & IntMask;
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long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
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if (startIndex == endIndex)
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{
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Masks[startIndex] |= startMask & endMask;
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}
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else
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{
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Masks[startIndex] |= startMask;
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for (int i = startIndex + 1; i < endIndex; i++)
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{
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Masks[i] |= -1;
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}
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Masks[endIndex] |= endMask;
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}
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}
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/// <summary>
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/// Clear a bit at a specific index to 0.
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/// </summary>
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/// <param name="bit">The bit index to clear</param>
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/// <returns>True if the bit was set, false if it was not</returns>
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public bool Clear(int bit)
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{
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int wordIndex = bit >> IntShift;
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int wordBit = bit & IntMask;
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long wordMask = 1L << wordBit;
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bool wasSet = (Masks[wordIndex] & wordMask) != 0;
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Masks[wordIndex] &= ~wordMask;
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return wasSet;
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}
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/// <summary>
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/// Clear the bitmap entirely, setting all bits to 0.
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/// </summary>
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public void Clear()
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{
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for (int i = 0; i < Masks.Length; i++)
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{
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Masks[i] = 0;
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}
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}
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}
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}
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