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https://github.com/GreemDev/Ryujinx.git
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aeb1bbf50c
* Add an ASTC Decoder (Not currently used in Ryujinx) * Update ASTCDecoder.cs
121 lines
3.2 KiB
C#
121 lines
3.2 KiB
C#
using System;
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using System.Collections;
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namespace Ryujinx.Graphics.Gal.Texture
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{
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public class BitArrayStream
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{
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public BitArray BitsArray;
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public int Position { get; private set; }
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public BitArrayStream(BitArray BitArray)
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{
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BitsArray = BitArray;
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Position = 0;
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}
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public short ReadBits(int Length)
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{
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int RetValue = 0;
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for (int i = Position; i < Position + Length; i++)
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{
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if (BitsArray[i])
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{
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RetValue |= 1 << (i - Position);
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}
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}
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Position += Length;
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return (short)RetValue;
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}
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public int ReadBits(int Start, int End)
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{
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int RetValue = 0;
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for (int i = Start; i <= End; i++)
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{
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if (BitsArray[i])
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{
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RetValue |= 1 << (i - Start);
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}
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}
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return RetValue;
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}
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public int ReadBit(int Index)
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{
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return Convert.ToInt32(BitsArray[Index]);
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}
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public void WriteBits(int Value, int Length)
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{
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for (int i = Position; i < Position + Length; i++)
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{
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BitsArray[i] = ((Value >> (i - Position)) & 1) != 0;
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}
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Position += Length;
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}
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public byte[] ToByteArray()
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{
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byte[] RetArray = new byte[(BitsArray.Length + 7) / 8];
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BitsArray.CopyTo(RetArray, 0);
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return RetArray;
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}
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public static int Replicate(int Value, int NumberBits, int ToBit)
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{
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if (NumberBits == 0) return 0;
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if (ToBit == 0) return 0;
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int TempValue = Value & ((1 << NumberBits) - 1);
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int RetValue = TempValue;
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int ResLength = NumberBits;
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while (ResLength < ToBit)
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{
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int Comp = 0;
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if (NumberBits > ToBit - ResLength)
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{
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int NewShift = ToBit - ResLength;
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Comp = NumberBits - NewShift;
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NumberBits = NewShift;
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}
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RetValue <<= NumberBits;
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RetValue |= TempValue >> Comp;
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ResLength += NumberBits;
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}
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return RetValue;
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}
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public static int PopCnt(int Number)
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{
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int Counter;
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for (Counter = 0; Number != 0; Counter++)
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{
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Number &= Number - 1;
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}
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return Counter;
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}
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public static void Swap<T>(ref T lhs, ref T rhs)
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{
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T Temp = lhs;
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lhs = rhs;
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rhs = Temp;
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}
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// Transfers a bit as described in C.2.14
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public static void BitTransferSigned(ref int a, ref int b)
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{
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b >>= 1;
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b |= a & 0x80;
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a >>= 1;
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a &= 0x3F;
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if ((a & 0x20) != 0) a -= 0x40;
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}
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}
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}
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