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* Use ReadOnlySpan<byte> compiler optimization in more places * Revert changes in ShaderBinaries.cs * Remove unused using; * Use ReadOnlySpan<byte> compiler optimization in more places
58 lines
1.5 KiB
C#
58 lines
1.5 KiB
C#
using System;
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using System.Numerics;
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namespace ARMeilleure.Common
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{
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static class BitUtils
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{
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private static ReadOnlySpan<sbyte> HbsNibbleLut => new sbyte[] { -1, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3 };
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public static long FillWithOnes(int bits)
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{
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return bits == 64 ? -1L : (1L << bits) - 1;
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}
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public static int HighestBitSet(int value)
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{
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return 31 - BitOperations.LeadingZeroCount((uint)value);
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}
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public static int HighestBitSetNibble(int value)
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{
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return HbsNibbleLut[value];
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}
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public static long Replicate(long bits, int size)
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{
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long output = 0;
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for (int bit = 0; bit < 64; bit += size)
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{
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output |= bits << bit;
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}
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return output;
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}
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public static int RotateRight(int bits, int shift, int size)
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{
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return (int)RotateRight((uint)bits, shift, size);
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}
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public static uint RotateRight(uint bits, int shift, int size)
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{
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return (bits >> shift) | (bits << (size - shift));
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}
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public static long RotateRight(long bits, int shift, int size)
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{
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return (long)RotateRight((ulong)bits, shift, size);
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}
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public static ulong RotateRight(ulong bits, int shift, int size)
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{
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return (bits >> shift) | (bits << (size - shift));
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}
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}
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}
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