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Merge pull request #6691 from lioncash/bs
Common: Move BitSet into the Common namespace
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commit
30ab21fdd3
@ -5,14 +5,14 @@
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#include <cstddef>
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#include <initializer_list>
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#include <type_traits>
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#include "CommonTypes.h"
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// Helper functions:
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#include "Common/CommonTypes.h"
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#ifdef _WIN32
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#include <intrin.h>
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namespace Common
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{
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template <typename T>
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constexpr int CountSetBits(T v)
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{
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@ -49,6 +49,8 @@ inline int LeastSignificantSetBit(u64 val)
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return (int)index;
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}
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#else
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namespace Common
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{
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constexpr int CountSetBits(u8 val)
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{
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return __builtin_popcount(val);
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@ -83,9 +85,6 @@ inline int LeastSignificantSetBit(u64 val)
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}
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#endif
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// namespace avoids conflict with OS X Carbon; don't use BitSet<T> directly
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namespace BS
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{
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// Similar to std::bitset, this is a class which encapsulates a bitset, i.e.
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// using the set bits of an integer to represent a set of integers. Like that
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// class, it acts like an array of bools:
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@ -207,9 +206,9 @@ public:
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constexpr Iterator end() const { return Iterator(m_val, -1); }
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IntTy m_val;
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};
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}
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} // namespace Common
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typedef BS::BitSet<u8> BitSet8;
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typedef BS::BitSet<u16> BitSet16;
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typedef BS::BitSet<u32> BitSet32;
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typedef BS::BitSet<u64> BitSet64;
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using BitSet8 = Common::BitSet<u8>;
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using BitSet16 = Common::BitSet<u16>;
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using BitSet32 = Common::BitSet<u32>;
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using BitSet64 = Common::BitSet<u64>;
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@ -28,8 +28,8 @@ void StateManager::Apply()
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if (!m_dirtyFlags)
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return;
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int textureMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Texture0);
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int samplerMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Sampler0);
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const int textureMaskShift = Common::LeastSignificantSetBit((u32)DirtyFlag_Texture0);
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const int samplerMaskShift = Common::LeastSignificantSetBit((u32)DirtyFlag_Sampler0);
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u32 dirtyTextures =
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(m_dirtyFlags &
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@ -105,7 +105,7 @@ void StateManager::Apply()
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while (dirtyTextures)
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{
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int index = LeastSignificantSetBit(dirtyTextures);
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const int index = Common::LeastSignificantSetBit(dirtyTextures);
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if (m_current.textures[index] != m_pending.textures[index])
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{
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D3D::context->PSSetShaderResources(index, 1, &m_pending.textures[index]);
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@ -117,7 +117,7 @@ void StateManager::Apply()
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while (dirtySamplers)
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{
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int index = LeastSignificantSetBit(dirtySamplers);
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const int index = Common::LeastSignificantSetBit(dirtySamplers);
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if (m_current.samplers[index] != m_pending.samplers[index])
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{
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D3D::context->PSSetSamplers(index, 1, &m_pending.samplers[index]);
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@ -187,7 +187,7 @@ void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceVie
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{
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while (textureSlotMask)
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{
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int index = LeastSignificantSetBit(textureSlotMask);
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const int index = Common::LeastSignificantSetBit(textureSlotMask);
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SetTexture(index, srv);
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textureSlotMask &= ~(1 << index);
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}
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