mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-18 12:55:54 +01:00
1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
229 lines
6.6 KiB
C#
229 lines
6.6 KiB
C#
using Ryujinx.Audio.Renderer.Utils;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Common
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{
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public class NodeStates
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{
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private class Stack
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{
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private Memory<int> _storage;
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private int _index;
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private int _nodeCount;
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public void Reset(Memory<int> storage, int nodeCount)
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{
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Debug.Assert(storage.Length * sizeof(int) >= CalcBufferSize(nodeCount));
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_storage = storage;
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_index = 0;
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_nodeCount = nodeCount;
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}
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public int GetCurrentCount()
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{
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return _index;
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}
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public void Push(int data)
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{
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Debug.Assert(_index + 1 <= _nodeCount);
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_storage.Span[_index++] = data;
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}
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public int Pop()
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{
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Debug.Assert(_index > 0);
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return _storage.Span[--_index];
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}
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public int Top()
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{
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return _storage.Span[_index - 1];
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}
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public static int CalcBufferSize(int nodeCount)
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{
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return nodeCount * sizeof(int);
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}
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}
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private int _nodeCount;
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private EdgeMatrix _discovered;
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private EdgeMatrix _finished;
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private Memory<int> _resultArray;
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private Stack _stack;
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private int _tsortResultIndex;
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private enum NodeState : byte
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{
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Unknown,
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Discovered,
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Finished
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}
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public NodeStates()
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{
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_stack = new Stack();
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_discovered = new EdgeMatrix();
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_finished = new EdgeMatrix();
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}
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public static int GetWorkBufferSize(int nodeCount)
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{
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return Stack.CalcBufferSize(nodeCount * nodeCount) + 0xC * nodeCount + 2 * EdgeMatrix.GetWorkBufferSize(nodeCount);
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}
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public void Initialize(Memory<byte> nodeStatesWorkBuffer, int nodeCount)
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{
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int workBufferSize = GetWorkBufferSize(nodeCount);
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Debug.Assert(nodeStatesWorkBuffer.Length >= workBufferSize);
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_nodeCount = nodeCount;
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int edgeMatrixWorkBufferSize = EdgeMatrix.GetWorkBufferSize(nodeCount);
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_discovered.Initialize(nodeStatesWorkBuffer.Slice(0, edgeMatrixWorkBufferSize), nodeCount);
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_finished.Initialize(nodeStatesWorkBuffer.Slice(edgeMatrixWorkBufferSize, edgeMatrixWorkBufferSize), nodeCount);
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nodeStatesWorkBuffer = nodeStatesWorkBuffer.Slice(edgeMatrixWorkBufferSize * 2);
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_resultArray = SpanMemoryManager<int>.Cast(nodeStatesWorkBuffer.Slice(0, sizeof(int) * nodeCount));
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nodeStatesWorkBuffer = nodeStatesWorkBuffer.Slice(sizeof(int) * nodeCount);
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Memory<int> stackWorkBuffer = SpanMemoryManager<int>.Cast(nodeStatesWorkBuffer.Slice(0, Stack.CalcBufferSize(nodeCount * nodeCount)));
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_stack.Reset(stackWorkBuffer, nodeCount * nodeCount);
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}
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private void Reset()
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{
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_discovered.Reset();
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_finished.Reset();
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_tsortResultIndex = 0;
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_resultArray.Span.Fill(-1);
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}
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private NodeState GetState(int index)
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{
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Debug.Assert(index < _nodeCount);
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if (_discovered.Test(index))
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{
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Debug.Assert(!_finished.Test(index));
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return NodeState.Discovered;
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}
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else if (_finished.Test(index))
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{
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Debug.Assert(!_discovered.Test(index));
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return NodeState.Finished;
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}
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return NodeState.Unknown;
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}
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private void SetState(int index, NodeState state)
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{
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switch (state)
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{
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case NodeState.Unknown:
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_discovered.Reset(index);
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_finished.Reset(index);
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break;
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case NodeState.Discovered:
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_discovered.Set(index);
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_finished.Reset(index);
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break;
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case NodeState.Finished:
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_finished.Set(index);
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_discovered.Reset(index);
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break;
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}
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}
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private void PushTsortResult(int index)
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{
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Debug.Assert(index < _nodeCount);
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_resultArray.Span[_tsortResultIndex++] = index;
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}
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public ReadOnlySpan<int> GetTsortResult()
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{
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return _resultArray.Span.Slice(0, _tsortResultIndex);
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}
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public bool Sort(EdgeMatrix edgeMatrix)
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{
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Reset();
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if (_nodeCount <= 0)
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{
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return true;
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}
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for (int i = 0; i < _nodeCount; i++)
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{
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if (GetState(i) == NodeState.Unknown)
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{
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_stack.Push(i);
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}
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while (_stack.GetCurrentCount() > 0)
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{
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int topIndex = _stack.Top();
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NodeState topState = GetState(topIndex);
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if (topState == NodeState.Discovered)
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{
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SetState(topIndex, NodeState.Finished);
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PushTsortResult(topIndex);
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_stack.Pop();
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}
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else if (topState == NodeState.Finished)
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{
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_stack.Pop();
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}
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else
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{
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if (topState == NodeState.Unknown)
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{
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SetState(topIndex, NodeState.Discovered);
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}
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for (int j = 0; j < edgeMatrix.GetNodeCount(); j++)
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{
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if (edgeMatrix.Connected(topIndex, j))
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{
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NodeState jState = GetState(j);
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if (jState == NodeState.Unknown)
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{
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_stack.Push(j);
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}
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// Found a loop, reset and propagate rejection.
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else if (jState == NodeState.Discovered)
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{
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Reset();
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return false;
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}
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}
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}
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}
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}
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}
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return true;
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}
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}
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} |