Merge pull request #6691 from lioncash/bs

Common: Move BitSet into the Common namespace
This commit is contained in:
Markus Wick 2018-04-23 08:50:40 +02:00 committed by GitHub
commit 30ab21fdd3
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2 changed files with 15 additions and 16 deletions

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@ -5,14 +5,14 @@
#include <cstddef>
#include <initializer_list>
#include <type_traits>
#include "CommonTypes.h"
// Helper functions:
#include "Common/CommonTypes.h"
#ifdef _WIN32
#include <intrin.h>
namespace Common
{
template <typename T>
constexpr int CountSetBits(T v)
{
@ -49,6 +49,8 @@ inline int LeastSignificantSetBit(u64 val)
return (int)index;
}
#else
namespace Common
{
constexpr int CountSetBits(u8 val)
{
return __builtin_popcount(val);
@ -83,9 +85,6 @@ inline int LeastSignificantSetBit(u64 val)
}
#endif
// namespace avoids conflict with OS X Carbon; don't use BitSet<T> directly
namespace BS
{
// Similar to std::bitset, this is a class which encapsulates a bitset, i.e.
// using the set bits of an integer to represent a set of integers. Like that
// class, it acts like an array of bools:
@ -207,9 +206,9 @@ public:
constexpr Iterator end() const { return Iterator(m_val, -1); }
IntTy m_val;
};
}
} // namespace Common
typedef BS::BitSet<u8> BitSet8;
typedef BS::BitSet<u16> BitSet16;
typedef BS::BitSet<u32> BitSet32;
typedef BS::BitSet<u64> BitSet64;
using BitSet8 = Common::BitSet<u8>;
using BitSet16 = Common::BitSet<u16>;
using BitSet32 = Common::BitSet<u32>;
using BitSet64 = Common::BitSet<u64>;

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@ -28,8 +28,8 @@ void StateManager::Apply()
if (!m_dirtyFlags)
return;
int textureMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Texture0);
int samplerMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Sampler0);
const int textureMaskShift = Common::LeastSignificantSetBit((u32)DirtyFlag_Texture0);
const int samplerMaskShift = Common::LeastSignificantSetBit((u32)DirtyFlag_Sampler0);
u32 dirtyTextures =
(m_dirtyFlags &
@ -105,7 +105,7 @@ void StateManager::Apply()
while (dirtyTextures)
{
int index = LeastSignificantSetBit(dirtyTextures);
const int index = Common::LeastSignificantSetBit(dirtyTextures);
if (m_current.textures[index] != m_pending.textures[index])
{
D3D::context->PSSetShaderResources(index, 1, &m_pending.textures[index]);
@ -117,7 +117,7 @@ void StateManager::Apply()
while (dirtySamplers)
{
int index = LeastSignificantSetBit(dirtySamplers);
const int index = Common::LeastSignificantSetBit(dirtySamplers);
if (m_current.samplers[index] != m_pending.samplers[index])
{
D3D::context->PSSetSamplers(index, 1, &m_pending.samplers[index]);
@ -187,7 +187,7 @@ void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceVie
{
while (textureSlotMask)
{
int index = LeastSignificantSetBit(textureSlotMask);
const int index = Common::LeastSignificantSetBit(textureSlotMask);
SetTexture(index, srv);
textureSlotMask &= ~(1 << index);
}