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Merge pull request #6691 from lioncash/bs
Common: Move BitSet into the Common namespace
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degasus committed Apr 23, 2018
2 parents 1f130c0 + 4637579 commit 30ab21f
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Showing 2 changed files with 15 additions and 16 deletions.
@@ -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 @@ class BitSet
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>;
@@ -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);
}

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