forked from BilalY/Rasagar
106 lines
3.2 KiB
C#
106 lines
3.2 KiB
C#
using System;
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namespace UnityEngine.Rendering.Universal
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{
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// A dynamic array of bits backed by a managed array of floats,
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// since that's what Unity Shader constant API offers.
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//
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// Example:
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// ShaderBitArray bits;
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// bits.Resize(8);
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// bits[0] = true;
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// cmd.SetGlobalFloatArray("_BitArray", bits.data);
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// bits.Clear();
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internal struct ShaderBitArray
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{
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const int k_BitsPerElement = 32;
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const int k_ElementShift = 5;
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const int k_ElementMask = (1 << k_ElementShift) - 1;
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private float[] m_Data;
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public int elemLength => m_Data == null ? 0 : m_Data.Length;
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public int bitCapacity => elemLength * k_BitsPerElement;
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public float[] data => m_Data;
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public void Resize(int bitCount)
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{
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if (bitCapacity > bitCount)
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return;
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int newElemCount = ((bitCount + (k_BitsPerElement - 1)) / k_BitsPerElement);
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if (newElemCount == m_Data?.Length)
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return;
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var newData = new float[newElemCount];
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if (m_Data != null)
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{
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for (int i = 0; i < m_Data.Length; i++)
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newData[i] = m_Data[i];
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}
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m_Data = newData;
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}
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public void Clear()
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{
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for (int i = 0; i < m_Data.Length; i++)
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m_Data[i] = 0;
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}
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private void GetElementIndexAndBitOffset(int index, out int elemIndex, out int bitOffset)
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{
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elemIndex = index >> k_ElementShift;
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bitOffset = index & k_ElementMask;
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}
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public bool this[int index]
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{
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get
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{
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GetElementIndexAndBitOffset(index, out var elemIndex, out var bitOffset);
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unsafe
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{
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fixed (float* floatData = m_Data)
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{
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uint* uintElem = (uint*)&floatData[elemIndex];
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bool val = ((*uintElem) & (1u << bitOffset)) != 0u;
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return val;
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}
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}
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}
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set
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{
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GetElementIndexAndBitOffset(index, out var elemIndex, out var bitOffset);
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unsafe
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{
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fixed (float* floatData = m_Data)
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{
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uint* uintElem = (uint*)&floatData[elemIndex];
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if (value == true)
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*uintElem = (*uintElem) | (1u << bitOffset);
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else
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*uintElem = (*uintElem) & ~(1u << bitOffset);
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}
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}
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}
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}
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public override string ToString()
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{
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unsafe
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{
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Debug.Assert(bitCapacity < 4096, "Bit string too long! It was truncated!");
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int len = Math.Min(bitCapacity, 4096);
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byte* buf = stackalloc byte[len];
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for (int i = 0; i < len; i++)
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{
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buf[i] = (byte)(this[i] ? '1' : '0');
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}
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return new string((sbyte*)buf, 0, len, System.Text.Encoding.UTF8);
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}
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}
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}
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}
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