BitStream128.cs 1.7 KB

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  1. using Ryujinx.Common.Utilities;
  2. using System;
  3. using System.Diagnostics;
  4. namespace Ryujinx.Graphics.Texture.Astc
  5. {
  6. public struct BitStream128
  7. {
  8. private Buffer16 _data;
  9. public int BitsLeft { get; set; }
  10. public BitStream128(Buffer16 data)
  11. {
  12. _data = data;
  13. BitsLeft = 128;
  14. }
  15. public int ReadBits(int bitCount)
  16. {
  17. Debug.Assert(bitCount < 32);
  18. if (bitCount == 0)
  19. {
  20. return 0;
  21. }
  22. int mask = (1 << bitCount) - 1;
  23. int value = _data.As<int>() & mask;
  24. Span<ulong> span = _data.AsSpan<ulong>();
  25. ulong carry = span[1] << (64 - bitCount);
  26. span[0] = (span[0] >> bitCount) | carry;
  27. span[1] >>= bitCount;
  28. BitsLeft -= bitCount;
  29. return value;
  30. }
  31. public void WriteBits(int value, int bitCount)
  32. {
  33. Debug.Assert(bitCount < 32);
  34. if (bitCount == 0) return;
  35. ulong maskedValue = (uint)(value & ((1 << bitCount) - 1));
  36. Span<ulong> span = _data.AsSpan<ulong>();
  37. if (BitsLeft < 64)
  38. {
  39. ulong lowMask = maskedValue << BitsLeft;
  40. span[0] |= lowMask;
  41. }
  42. if (BitsLeft + bitCount > 64)
  43. {
  44. if (BitsLeft > 64)
  45. {
  46. span[1] |= maskedValue << (BitsLeft - 64);
  47. }
  48. else
  49. {
  50. span[1] |= maskedValue >> (64 - BitsLeft);
  51. }
  52. }
  53. BitsLeft += bitCount;
  54. }
  55. }
  56. }