ryujinx/src/Ryujinx.Graphics.Gpu/Shader/HashTable/SmartDataAccessor.cs
TSRBerry 3b46bb73f7
[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0052 warnings

* Address dotnet format CA1816 warnings

* Address or silence dotnet format CA1069 warnings

* Address or silence dotnet format CA2211 warnings

* Address remaining dotnet format analyzer warnings

* Address review comments

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Another rebase, another dotnet format run

* Run dotnet format style after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Remove a few unused parameters

* Replace MmeShadowScratch with Array256<uint>

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Start working on disabled warnings

* Fix and silence a few dotnet-format warnings again

* Run dotnet format after rebase

* Address IDE0251 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First pass of dotnet format

* Add unsafe dotnet format changes

* Fix typos

* Add trailing commas

* Disable formatting for FormatTable

* Address review feedback
2023-07-02 02:47:54 +02:00

96 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Shader.HashTable
{
/// <summary>
/// Smart data accessor that can cache data and hashes to avoid reading and re-hashing the same memory regions.
/// </summary>
ref struct SmartDataAccessor
{
private readonly IDataAccessor _dataAccessor;
private ReadOnlySpan<byte> _data;
private readonly SortedList<int, HashState> _cachedHashes;
/// <summary>
/// Creates a new smart data accessor.
/// </summary>
/// <param name="dataAccessor">Data accessor</param>
public SmartDataAccessor(IDataAccessor dataAccessor)
{
_dataAccessor = dataAccessor;
_data = ReadOnlySpan<byte>.Empty;
_cachedHashes = new SortedList<int, HashState>();
}
/// <summary>
/// Get a spans of a given size.
/// </summary>
/// <remarks>
/// The actual length of the span returned depends on the <see cref="IDataAccessor"/>
/// and might be less than requested.
/// </remarks>
/// <param name="length">Size in bytes</param>
/// <returns>Span with the requested size</returns>
public ReadOnlySpan<byte> GetSpan(int length)
{
if (_data.Length < length)
{
_data = _dataAccessor.GetSpan(0, length);
}
else if (_data.Length > length)
{
return _data[..length];
}
return _data;
}
/// <summary>
/// Gets a span of the requested size, and a hash of its data.
/// </summary>
/// <param name="length">Length of the span</param>
/// <param name="hash">Hash of the span data</param>
/// <returns>Span of data</returns>
public ReadOnlySpan<byte> GetSpanAndHash(int length, out uint hash)
{
ReadOnlySpan<byte> data = GetSpan(length);
hash = data.Length == length ? CalcHashCached(data) : 0;
return data;
}
/// <summary>
/// Calculates the hash for a requested span.
/// This will try to use a cached hash if the data was already accessed before, to avoid re-hashing.
/// </summary>
/// <param name="data">Data to be hashed</param>
/// <returns>Hash of the data</returns>
private readonly uint CalcHashCached(ReadOnlySpan<byte> data)
{
HashState state = default;
bool found = false;
for (int i = _cachedHashes.Count - 1; i >= 0; i--)
{
int cachedHashSize = _cachedHashes.Keys[i];
if (cachedHashSize < data.Length)
{
state = _cachedHashes.Values[i];
found = true;
break;
}
}
if (!found)
{
state = new HashState();
state.Initialize();
}
state.Continue(data);
_cachedHashes[data.Length & ~7] = state;
return state.Finalize(data);
}
}
}