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* ASTC optimizations * Move code to Ryujinx.Common * Support 3D textures * Address feedback * Remove ASTC logging * Use stackalloc instead of a Buffer20 struct * Code style and cleanup * Respond to feedback * Rearrange public/private property ordering
67 lines
1.8 KiB
C#
67 lines
1.8 KiB
C#
namespace Ryujinx.Graphics.Texture.Astc
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{
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internal static class Bits
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{
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public static readonly ushort[] Replicate8_16Table;
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public static readonly byte[] Replicate1_7Table;
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static Bits()
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{
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Replicate8_16Table = new ushort[0x200];
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Replicate1_7Table = new byte[0x200];
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for (int i = 0; i < 0x200; i++)
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{
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Replicate8_16Table[i] = (ushort)Replicate(i, 8, 16);
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Replicate1_7Table[i] = (byte)Replicate(i, 1, 7);
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}
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}
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public static int Replicate8_16(int value)
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{
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return Replicate8_16Table[value];
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}
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public static int Replicate1_7(int value)
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{
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return Replicate1_7Table[value];
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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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// 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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