Ryujinx/Ryujinx.Graphics/ValueRangeSet.cs
gdkchan d2bb458b51 Improved GPU command lists decoding (#499)
* Better implementation of the DMA pusher, misc fixes

* Remove some debug code

* Correct RGBX8 format

* Add support for linked Texture Sampler Control

* Attempt to fix upside down screen issue
2018-11-17 05:01:31 +01:00

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6.3 KiB
C#

using System.Collections.Generic;
namespace Ryujinx.Graphics
{
class ValueRangeSet<T>
{
private List<ValueRange<T>> Ranges;
public ValueRangeSet()
{
Ranges = new List<ValueRange<T>>();
}
public void Add(ValueRange<T> Range)
{
if (Range.End <= Range.Start)
{
//Empty or invalid range, do nothing.
return;
}
int First = BinarySearchFirstIntersection(Range);
if (First == -1)
{
//No intersections case.
//Find first greater than range (after the current one).
//If found, add before, otherwise add to the end of the list.
int GtIndex = BinarySearchGt(Range);
if (GtIndex != -1)
{
Ranges.Insert(GtIndex, Range);
}
else
{
Ranges.Add(Range);
}
return;
}
(int Start, int End) = GetAllIntersectionRanges(Range, First);
ValueRange<T> Prev = Ranges[Start];
ValueRange<T> Next = Ranges[End];
Ranges.RemoveRange(Start, (End - Start) + 1);
InsertNextNeighbour(Start, Range, Next);
int NewIndex = Start;
Ranges.Insert(Start, Range);
InsertPrevNeighbour(Start, Range, Prev);
//Try merging neighbours if the value is equal.
if (NewIndex > 0)
{
Prev = Ranges[NewIndex - 1];
if (Prev.End == Range.Start && CompareValues(Prev, Range))
{
Ranges.RemoveAt(--NewIndex);
Ranges[NewIndex] = new ValueRange<T>(Prev.Start, Range.End, Range.Value);
}
}
if (NewIndex < Ranges.Count - 1)
{
Next = Ranges[NewIndex + 1];
if (Next.Start == Range.End && CompareValues(Next, Range))
{
Ranges.RemoveAt(NewIndex + 1);
Ranges[NewIndex] = new ValueRange<T>(Ranges[NewIndex].Start, Next.End, Range.Value);
}
}
}
private bool CompareValues(ValueRange<T> LHS, ValueRange<T> RHS)
{
return LHS.Value?.Equals(RHS.Value) ?? RHS.Value == null;
}
public void Remove(ValueRange<T> Range)
{
int First = BinarySearchFirstIntersection(Range);
if (First == -1)
{
//Nothing to remove.
return;
}
(int Start, int End) = GetAllIntersectionRanges(Range, First);
ValueRange<T> Prev = Ranges[Start];
ValueRange<T> Next = Ranges[End];
Ranges.RemoveRange(Start, (End - Start) + 1);
InsertNextNeighbour(Start, Range, Next);
InsertPrevNeighbour(Start, Range, Prev);
}
private void InsertNextNeighbour(int Index, ValueRange<T> Range, ValueRange<T> Next)
{
//Split last intersection (ordered by Start) if necessary.
if (Range.End < Next.End)
{
InsertNewRange(Index, Range.End, Next.End, Next.Value);
}
}
private void InsertPrevNeighbour(int Index, ValueRange<T> Range, ValueRange<T> Prev)
{
//Split first intersection (ordered by Start) if necessary.
if (Range.Start > Prev.Start)
{
InsertNewRange(Index, Prev.Start, Range.Start, Prev.Value);
}
}
private void InsertNewRange(int Index, long Start, long End, T Value)
{
Ranges.Insert(Index, new ValueRange<T>(Start, End, Value));
}
public ValueRange<T>[] GetAllIntersections(ValueRange<T> Range)
{
int First = BinarySearchFirstIntersection(Range);
if (First == -1)
{
return new ValueRange<T>[0];
}
(int Start, int End) = GetAllIntersectionRanges(Range, First);
return Ranges.GetRange(Start, (End - Start) + 1).ToArray();
}
private (int Start, int End) GetAllIntersectionRanges(ValueRange<T> Range, int BaseIndex)
{
int Start = BaseIndex;
int End = BaseIndex;
while (Start > 0 && Intersects(Range, Ranges[Start - 1]))
{
Start--;
}
while (End < Ranges.Count - 1 && Intersects(Range, Ranges[End + 1]))
{
End++;
}
return (Start, End);
}
private int BinarySearchFirstIntersection(ValueRange<T> Range)
{
int Left = 0;
int Right = Ranges.Count - 1;
while (Left <= Right)
{
int Size = Right - Left;
int Middle = Left + (Size >> 1);
ValueRange<T> Current = Ranges[Middle];
if (Intersects(Range, Current))
{
return Middle;
}
if (Range.Start < Current.Start)
{
Right = Middle - 1;
}
else
{
Left = Middle + 1;
}
}
return -1;
}
private int BinarySearchGt(ValueRange<T> Range)
{
int GtIndex = -1;
int Left = 0;
int Right = Ranges.Count - 1;
while (Left <= Right)
{
int Size = Right - Left;
int Middle = Left + (Size >> 1);
ValueRange<T> Current = Ranges[Middle];
if (Range.Start < Current.Start)
{
Right = Middle - 1;
if (GtIndex == -1 || Current.Start < Ranges[GtIndex].Start)
{
GtIndex = Middle;
}
}
else
{
Left = Middle + 1;
}
}
return GtIndex;
}
private bool Intersects(ValueRange<T> LHS, ValueRange<T> RHS)
{
return LHS.Start < RHS.End && RHS.Start < LHS.End;
}
}
}