Added new namespace `Misaki.HighPerformance.Image` for image processing, including classes for animated GIF handling and memory management. Added `AnimatedFrameResult` class for individual frames in animated images. Added `AnimatedGifEnumerator` class for enumerating frames in animated GIFs. Added `ColorComponents` enum for different color formats. Added `ImageInfo` struct for image dimensions and color components. Added `CRuntime` class for low-level memory management functions. Added `MemoryStats` class to track memory allocation statistics. Added utility functions for creating multi-dimensional arrays. Added new structures for fixed-size UTF-8 encoded strings. Added benchmarking classes to test new memory management features. Changed `StbImage.cs` to include new namespaces and functionality for image data manipulation. Changed project files to target .NET 9.0 and enable new features. Changed `Arena.cs` and `DynamicArena.cs` to use `nuint` for size parameters. Changed `BitSet.cs` to enhance bit manipulation methods. Changed `Program.cs` to run `FunctionPtrBenchmark` for performance testing. Removed memory tracking code from `AllocationManager.cs`, including the `_allocated` dictionary and related logic. Removed `Free` method from `IAllocator.cs` interface. Removed `UNSAFE_COLLECTION_CHECK` preprocessor directive from the codebase. Refactored various files to improve organization, moving from `Unsafe` to `LowLevel` namespace. Refactored `MemoryUtilities` class to include new memory operation methods. Refactored `UnsafeUtilities.cs` to support new collection structures.
711 lines
21 KiB
C#
711 lines
21 KiB
C#
using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Text;
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namespace Misaki.HighPerformance.LowLevel.Collections;
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public sealed class BitSet
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{
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private const int _BIT_SIZE = sizeof(uint) * 8 - 1; // 31
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private const int _INDEX_SIZE = 5; // log_2(BitSize + 1)
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private const int _MASK = (1 << 5) - 1; // 0x1F, the mask to get the bit index inside a uint
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private static readonly int s_padding = Vector<uint>.Count; // The padding used for vectorization, the amount of uints required for being vectorized basically
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/// <summary>
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/// Determines the required length of an <see cref="BitSet"/> to hold the passed id or bit.
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/// </summary>
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/// <param name="id">The id or bit.</param>
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/// <returns>A size of required <see cref="uint"/>s for the bitset.</returns>
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public static int RequiredLength(int id)
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{
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return (id >> 5) + int.Sign(id & _BIT_SIZE);
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}
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/// <summary>
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/// Rounds the given length to the next padding size.
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/// </summary>
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/// <param name="length">The length to round.</param>
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/// <returns>The rounded length.</returns>
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public static int RoundToPadding(int length)
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{
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return (length + s_padding - 1) / s_padding * s_padding;
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}
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/// <summary>
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/// The bits from the bitset.
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/// </summary>
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private uint[] _bits;
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/// <summary>
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/// The highest bit set.
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/// </summary>
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private int _highestBit;
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/// <summary>
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/// The maximum <see cref="_bits"/>-index current in use.
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/// </summary>
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private int _max;
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/// <summary>
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/// Initializes a new instance of the <see cref="BitSet" /> class.
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/// </summary>
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public BitSet()
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{
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_bits = new uint[s_padding];
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="BitSet" /> class.
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/// </summary>
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public BitSet(int minimalLength)
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{
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var uints = (minimalLength >> _INDEX_SIZE) + int.Sign(minimalLength & _BIT_SIZE);
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var length = RoundToPadding(uints);
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_bits = new uint[length];
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="BitSet" /> class.
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/// </summary>
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public BitSet(params Span<uint> bits)
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{
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_bits = bits.ToArray();
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_highestBit = 0;
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_max = _bits.Length * (_BIT_SIZE + 1) - 1; // Calculate the maximum index in use
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for (var i = 0; i < _bits.Length; i++)
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{
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if (_bits[i] != 0)
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{
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_highestBit = Math.Max(_highestBit, i * (_BIT_SIZE + 1) + BitOperations.Log2(_bits[i]) + 1);
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}
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}
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}
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/// <summary>
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/// The highest uint index in use inside the <see cref="_bits"/>-array.
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/// </summary>
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public int HighestIndex
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{
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get => _max;
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}
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/// <summary>
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/// The highest bit set.
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/// </summary>
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public int HighestBit
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{
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get => _highestBit;
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}
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/// <summary>
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/// Returns the length of the bitset, how many ints it consists of.
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/// </summary>
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public int Length
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{
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get => _bits.Length;
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}
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/// <summary>
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/// Checks whether a bit is set at the index.
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/// </summary>
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/// <param name="index">The index.</param>
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/// <returns>True if it is, otherwise false</returns>
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public bool IsSet(int index)
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{
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var b = index >> _INDEX_SIZE;
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if (b >= _bits.Length)
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{
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return false;
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}
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return (_bits[b] & 1 << (index & _BIT_SIZE)) != 0;
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}
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/// <summary>
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/// Sets a bit at the given index.
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/// Resizes its internal array if necessary.
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/// </summary>
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/// <param name="index">The index.</param>
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public void SetBit(int index)
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{
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var b = index >> _INDEX_SIZE;
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if (b >= _bits.Length)
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{
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Array.Resize(ref _bits, RoundToPadding(b));
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}
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// Track highest set bit
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_highestBit = Math.Max(_highestBit, index);
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_max = _highestBit / (_BIT_SIZE + 1) + 1;
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_bits[b] |= 1u << (index & _BIT_SIZE);
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}
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/// <summary>
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/// Clears the bit at the given index.
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/// </summary>
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/// <param name="index">The index.</param>
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public void ClearBit(int index)
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{
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var b = index >> _INDEX_SIZE;
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if (b >= _bits.Length)
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{
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return;
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}
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_bits[b] &= ~(1u << (index & _BIT_SIZE));
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}
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/// <summary>
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/// Sets all bits.
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/// </summary>
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public void SetAll()
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{
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var count = _bits.Length;
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for (var i = 0; i < count; i++)
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{
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_bits[i] = 0xffffffff;
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}
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_highestBit = _bits.Length * (_BIT_SIZE + 1) - 1;
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_max = _highestBit / (_BIT_SIZE + 1) + 1;
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}
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/// <summary>
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/// Clears all set bits.
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/// </summary>
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public void ClearAll()
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{
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Array.Clear(_bits);
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_highestBit = 0;
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_max = 0;
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}
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/// <summary>
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/// Finds the next set bit at or after `startIndex`, or -1 if none.
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/// </summary>
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public int NextSetBit(int startIndex)
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{
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var wordIndex = startIndex >> _BIT_SIZE;
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if (wordIndex >= _bits.Length)
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{
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return -1;
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}
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// Mask off bits below startIndex in the first word:
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var word = _bits[wordIndex] & ~0u << (startIndex & _MASK);
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while (true)
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{
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if (word != 0)
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{
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// get the least-significant set bit
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var bit = BitOperations.TrailingZeroCount(word);
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return (wordIndex << _BIT_SIZE) + bit;
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}
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wordIndex++;
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if (wordIndex >= _bits.Length)
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{
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return -1;
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}
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word = _bits[wordIndex];
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}
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}
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/// <summary>
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/// Checks if all bits from this instance match those of the other instance.
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/// </summary>
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/// <param name="other">The other <see cref="BitSet"/>.</param>
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/// <returns>True if they match, false if not.</returns>
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[SkipLocalsInit]
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public bool All(BitSet other)
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{
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var min = Math.Min(Math.Min(Length, other.Length), _max);
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if (!Vector.IsHardwareAccelerated || min < s_padding)
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{
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var bits = _bits.AsSpan();
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var otherBits = other._bits.AsSpan();
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// Bitwise and
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for (var i = 0; i < min; i++)
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{
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var bit = bits[i];
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if ((bit & otherBits[i]) != bit)
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{
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return false;
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}
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}
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// Handle extra bits on our side that might just be all zero.
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for (var i = min; i < _max; i++)
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{
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if (bits[i] != 0)
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{
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return false;
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}
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}
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}
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else
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{
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// Vectorized bitwise and
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for (var i = 0; i < min; i += s_padding)
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{
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var vector = new Vector<uint>(_bits.AsSpan()[i..]);
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var otherVector = new Vector<uint>(other._bits.AsSpan()[i..]);
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var resultVector = Vector.BitwiseAnd(vector, otherVector);
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if (!Vector.EqualsAll(resultVector, vector))
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{
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return false;
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}
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}
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// Handle extra bits on our side that might just be all zero.
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for (var i = min; i < _max; i += s_padding)
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{
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var vector = new Vector<uint>(_bits.AsSpan()[i..]);
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if (!Vector.EqualsAll(vector, Vector<uint>.Zero)) // Vectors are not zero bits[0] != 0 basically
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{
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return false;
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Checks if any bits from this instance match those of the other instance.
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/// </summary>
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/// <param name="other">The other <see cref="BitSet"/>.</param>
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/// <returns>True if they match, false if not.</returns>
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public bool Any(BitSet other)
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{
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var min = Math.Min(Math.Min(Length, other.Length), _max);
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if (!Vector.IsHardwareAccelerated || min < s_padding)
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{
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var bits = _bits.AsSpan();
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var otherBits = other._bits.AsSpan();
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// Bitwise and, return true since any is met
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for (var i = 0; i < min; i++)
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{
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var bit = bits[i];
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if ((bit & otherBits[i]) > 0)
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{
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return true;
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}
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}
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// Handle extra bits on our side that might just be all zero.
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for (var i = min; i < _max; i++)
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{
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if (bits[i] > 0)
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{
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return false;
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}
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}
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}
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else
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{
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// Vectorized bitwise and, return true since any is met
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for (var i = 0; i < min; i += s_padding)
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{
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var vector = new Vector<uint>(_bits.AsSpan()[i..]);
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var otherVector = new Vector<uint>(other._bits.AsSpan()[i..]);
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var resultVector = Vector.BitwiseAnd(vector, otherVector);
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if (!Vector.EqualsAll(resultVector, Vector<uint>.Zero))
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{
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return true;
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}
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}
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// Handle extra bits on our side that might just be all zero.
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for (var i = min; i < _max; i += s_padding)
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{
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var vector = new Vector<uint>(_bits.AsSpan()[i..]);
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if (!Vector.EqualsAll(vector, Vector<uint>.Zero)) // Vectors are not zero bits[0] != 0 basically
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{
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return false;
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}
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}
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}
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return _highestBit <= 0;
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}
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/// <summary>
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/// Checks if none bits from this instance match those of the other instance.
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/// </summary>
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/// <param name="other">The other <see cref="BitSet"/>.</param>
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/// <returns>True if none match, false if not.</returns>
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public bool None(BitSet other)
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{
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var min = Math.Min(Math.Min(Length, other.Length), _max);
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if (!Vector.IsHardwareAccelerated || min < s_padding)
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{
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var bits = _bits.AsSpan();
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var otherBits = other._bits.AsSpan();
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// Bitwise and, return true since any is met
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for (var i = 0; i < min; i++)
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{
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var bit = bits[i];
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if ((bit & otherBits[i]) != 0)
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{
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return false;
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}
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}
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}
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else
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{
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// Vectorized bitwise and, return true since any is met
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for (var i = 0; i < min; i += s_padding)
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{
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var vector = new Vector<uint>(_bits.AsSpan()[i..]);
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var otherVector = new Vector<uint>(other._bits.AsSpan()[i..]);
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var resultVector = Vector.BitwiseAnd(vector, otherVector);
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if (!Vector.EqualsAll(resultVector, Vector<uint>.Zero))
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{
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return false;
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Checks if exactly all bits from this instance match those of the other instance.
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/// </summary>
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/// <param name="other">The other <see cref="BitSet"/>.</param>
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/// <returns>True if they match, false if not.</returns>
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public bool Exclusive(BitSet other)
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{
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var min = Math.Min(Math.Min(Length, other.Length), _max);
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if (!Vector.IsHardwareAccelerated || min < s_padding)
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{
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var bits = _bits.AsSpan();
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var otherBits = other._bits.AsSpan();
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// Bitwise xor, if both are not totally equal, return false
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for (var i = 0; i < min; i++)
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{
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var bit = bits[i];
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if ((bit ^ otherBits[i]) != 0)
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{
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return false;
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}
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}
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// handle extra bits on our side that might just be all zero
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for (var i = min; i < _max; i++)
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{
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if (bits[i] != 0)
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{
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return false;
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}
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}
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}
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else
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{
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// Vectorized bitwise xor, return true since any is met
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for (var i = 0; i < min; i += s_padding)
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{
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var vector = new Vector<uint>(_bits.AsSpan()[i..]);
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var otherVector = new Vector<uint>(other._bits.AsSpan()[i..]);
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var resultVector = Vector.Xor(vector, otherVector);
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if (!Vector.EqualsAll(resultVector, Vector<uint>.Zero))
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{
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return false;
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}
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}
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// Handle extra bits on our side that might just be all zero.
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for (var i = min; i < _max; i += s_padding)
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{
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var vector = new Vector<uint>(_bits.AsSpan()[i..]);
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if (!Vector.EqualsAll(vector, Vector<uint>.Zero)) // Vectors are not zero bits[0] != 0 basically
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{
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return false;
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}
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}
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}
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return true;
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}
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public static BitSet operator &(BitSet left, BitSet right)
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{
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var min = Math.Min(left.Length, right.Length);
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var result = new BitSet(min);
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if (!Vector.IsHardwareAccelerated || min < s_padding)
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{
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for (var i = 0; i < min; i++)
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{
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result._bits[i] = left._bits[i] & right._bits[i];
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}
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}
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else
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{
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for (var i = 0; i < min; i += s_padding)
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{
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var vectorLeft = new Vector<uint>(left._bits.AsSpan()[i..]);
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var vectorRight = new Vector<uint>(right._bits.AsSpan()[i..]);
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var resultVector = Vector.BitwiseAnd(vectorLeft, vectorRight);
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resultVector.CopyTo(result._bits.AsSpan(i, s_padding));
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}
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}
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return result;
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}
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public static BitSet operator |(BitSet left, BitSet right)
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{
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var min = Math.Min(left.Length, right.Length);
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var result = new BitSet(min);
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if (!Vector.IsHardwareAccelerated || min < s_padding)
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{
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for (var i = 0; i < min; i++)
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{
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result._bits[i] = left._bits[i] | right._bits[i];
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}
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}
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else
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{
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for (var i = 0; i < min; i += s_padding)
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{
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var vectorLeft = new Vector<uint>(left._bits.AsSpan()[i..]);
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var vectorRight = new Vector<uint>(right._bits.AsSpan()[i..]);
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var resultVector = Vector.BitwiseOr(vectorLeft, vectorRight);
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resultVector.CopyTo(result._bits.AsSpan(i, s_padding));
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}
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}
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return result;
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}
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public static BitSet operator ~(BitSet bitSet)
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{
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if (!Vector.IsHardwareAccelerated || bitSet.Length < s_padding)
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{
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for (var i = 0; i < bitSet.Length; i++)
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{
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bitSet._bits[i] = ~bitSet._bits[i];
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}
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}
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else
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{
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for (var i = 0; i < bitSet.Length; i += s_padding)
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{
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var vector = new Vector<uint>(bitSet._bits.AsSpan()[i..]);
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var resultVector = ~vector;
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resultVector.CopyTo(bitSet._bits.AsSpan(i, s_padding));
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}
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}
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return bitSet;
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}
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/// <summary>
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/// Creates a <see cref="Span{T}"/> to access the <see cref="_bits"/>.
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/// </summary>
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/// <returns>The hash.</returns>
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public Span<uint> AsSpan()
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{
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var max = _highestBit / (_BIT_SIZE + 1) + 1;
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return _bits.AsSpan()[..max];
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}
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/// <summary>
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/// Copies the bits into a <see cref="Span{T}"/> and returns a slice containing the copied <see cref="_bits"/>.
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/// </summary>
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/// <param name="span">The <see cref="Span{T}"/> to copy into.</param>
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/// <param name="zero">If true, it will zero the unused space from the <see cref="span"/>.</param>
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/// <returns>The <see cref="Span{T}"/>.</returns>
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public Span<uint> AsSpan(Span<uint> span, bool zero = true)
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{
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// Copy everything thats possible from one to another
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var length = Math.Min(Length, span.Length);
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for (var index = 0; index < length; index++)
|
|
{
|
|
span[index] = _bits[index];
|
|
}
|
|
|
|
// Zero the rest space which was not overriden due to the copy.
|
|
for (var index = length; zero && index < span.Length; index++)
|
|
{
|
|
span[index] = 0;
|
|
}
|
|
|
|
return span[..Length];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Prints the content of this instance.
|
|
/// </summary>
|
|
/// <returns>The string.</returns>
|
|
public override string ToString()
|
|
{
|
|
// Convert uint to binary form for pretty printing
|
|
var binaryBuilder = new StringBuilder();
|
|
foreach (var bit in _bits)
|
|
{
|
|
binaryBuilder.Append(Convert.ToString(bit, 2).PadLeft(32, '0')).Append(',');
|
|
}
|
|
binaryBuilder.Length--;
|
|
|
|
return $"{nameof(_bits)}: {binaryBuilder}, {nameof(Length)}: {Length}";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The <see cref="SpanBitSet"/> struct
|
|
/// represents a non resizable collection of bits.
|
|
/// Used to set, check and clear bits on a allocated <see cref="BitSet"/> or on the stack.
|
|
/// </summary>
|
|
public readonly ref struct SpanBitSet
|
|
{
|
|
private const int _BIT_SIZE = sizeof(uint) * 8 - 1; // 31
|
|
// NOTE: Is a byte not 8 bits?
|
|
private const int _BYTE_SIZE = 5; // log_2(BitSize + 1)
|
|
|
|
/// <summary>
|
|
/// The bits from the bitset.
|
|
/// </summary>
|
|
private readonly Span<uint> _bits;
|
|
|
|
/// <summary>
|
|
/// Initializes a new instance of the <see cref="BitSet" /> class.
|
|
/// </summary>
|
|
public SpanBitSet(Span<uint> bits)
|
|
{
|
|
_bits = bits;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks whether a bit is set at the index.
|
|
/// </summary>
|
|
/// <param name="index">The index.</param>
|
|
/// <returns>True if it is, otherwise false</returns>
|
|
|
|
public bool IsSet(int index)
|
|
{
|
|
var b = index >> _BYTE_SIZE;
|
|
if (b >= _bits.Length)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return (_bits[b] & 1 << (index & _BIT_SIZE)) != 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a bit at the given index.
|
|
/// Resizes its internal array if necessary.
|
|
/// </summary>
|
|
/// <param name="index">The index.</param>
|
|
|
|
public void SetBit(int index)
|
|
{
|
|
var b = index >> _BYTE_SIZE;
|
|
if (b >= _bits.Length)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_bits[b] |= 1u << (index & _BIT_SIZE);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the bit at the given index.
|
|
/// </summary>
|
|
/// <param name="index">The index.</param>
|
|
|
|
public void ClearBit(int index)
|
|
{
|
|
var b = index >> _BYTE_SIZE;
|
|
if (b >= _bits.Length)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_bits[b] &= ~(1u << (index & _BIT_SIZE));
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
|
|
public void SetAll()
|
|
{
|
|
var count = _bits.Length;
|
|
for (var i = 0; i < count; i++)
|
|
{
|
|
_bits[i] = 0xffffffff;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears all set bits.
|
|
/// </summary>
|
|
|
|
public void ClearAll()
|
|
{
|
|
_bits.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a <see cref="Span{T}"/> to access the <see cref="_bits"/>.
|
|
/// </summary>
|
|
/// <returns>The hash.</returns>
|
|
|
|
public Span<uint> AsSpan()
|
|
{
|
|
return _bits;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copies the bits into a <see cref="Span{T}"/> and returns a slice containing the copied <see cref="_bits"/>.
|
|
/// </summary>
|
|
/// <param name=""></param>
|
|
/// <returns>The hash.</returns>
|
|
|
|
public Span<uint> AsSpan(Span<uint> span, bool zero = true)
|
|
{
|
|
// Prevent exception because target array is to small for copy operation
|
|
var length = Math.Min(_bits.Length, span.Length);
|
|
for (var index = 0; index < length; index++)
|
|
{
|
|
span[index] = _bits[index];
|
|
}
|
|
|
|
// Zero the rest space which was not overriden due to the copy.
|
|
for (var index = length; zero && index < span.Length; index++)
|
|
{
|
|
span[index] = 0;
|
|
}
|
|
|
|
return span[.._bits.Length];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Prints the content of this instance.
|
|
/// </summary>
|
|
/// <returns>The string.</returns>
|
|
|
|
public override string ToString()
|
|
{
|
|
// Convert uint to binary form for pretty printing
|
|
var binaryBuilder = new StringBuilder();
|
|
foreach (var bit in _bits)
|
|
{
|
|
binaryBuilder.Append(Convert.ToString(bit, 2).PadLeft(32, '0')).Append(',');
|
|
}
|
|
binaryBuilder.Length--;
|
|
|
|
return $"{nameof(_bits)}: {string.Join(",", binaryBuilder)}";
|
|
}
|
|
} |