// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
using System;
using System.Diagnostics;
namespace SharpCompress.Compressors.Deflate64
{
// This class can be used to read bits from an byte array quickly.
// Normally we get bits from 'bitBuffer' field and bitsInBuffer stores
// the number of bits available in 'BitBuffer'.
// When we used up the bits in bitBuffer, we will try to get byte from
// the byte array and copy the byte to appropiate position in bitBuffer.
//
// The byte array is not reused. We will go from 'start' to 'end'.
// When we reach the end, most read operations will return -1,
// which means we are running out of input.
internal sealed class InputBuffer
{
private byte[] _buffer; // byte array to store input
private int _start; // start poisition of the buffer
private int _end; // end position of the buffer
private uint _bitBuffer = 0; // store the bits here, we can quickly shift in this buffer
private int _bitsInBuffer = 0; // number of bits available in bitBuffer
/// Total bits available in the input buffer.
public int AvailableBits => _bitsInBuffer;
/// Total bytes available in the input buffer.
public int AvailableBytes => (_end - _start) + (_bitsInBuffer / 8);
/// Ensure that count bits are in the bit buffer.
/// Can be up to 16.
/// Returns false if input is not sufficient to make this true.
public bool EnsureBitsAvailable(int count)
{
Debug.Assert(0 < count && count <= 16, "count is invalid.");
// manual inlining to improve perf
if (_bitsInBuffer < count)
{
if (NeedsInput())
{
return false;
}
// insert a byte to bitbuffer
_bitBuffer |= (uint)_buffer[_start++] << _bitsInBuffer;
_bitsInBuffer += 8;
if (_bitsInBuffer < count)
{
if (NeedsInput())
{
return false;
}
// insert a byte to bitbuffer
_bitBuffer |= (uint)_buffer[_start++] << _bitsInBuffer;
_bitsInBuffer += 8;
}
}
return true;
}
///
/// This function will try to load 16 or more bits into bitBuffer.
/// It returns whatever is contained in bitBuffer after loading.
/// The main difference between this and GetBits is that this will
/// never return -1. So the caller needs to check AvailableBits to
/// see how many bits are available.
///
public uint TryLoad16Bits()
{
if (_bitsInBuffer < 8)
{
if (_start < _end)
{
_bitBuffer |= (uint)_buffer[_start++] << _bitsInBuffer;
_bitsInBuffer += 8;
}
if (_start < _end)
{
_bitBuffer |= (uint)_buffer[_start++] << _bitsInBuffer;
_bitsInBuffer += 8;
}
}
else if (_bitsInBuffer < 16)
{
if (_start < _end)
{
_bitBuffer |= (uint)_buffer[_start++] << _bitsInBuffer;
_bitsInBuffer += 8;
}
}
return _bitBuffer;
}
private uint GetBitMask(int count) => ((uint)1 << count) - 1;
/// Gets count bits from the input buffer. Returns -1 if not enough bits available.
public int GetBits(int count)
{
Debug.Assert(0 < count && count <= 16, "count is invalid.");
if (!EnsureBitsAvailable(count))
{
return -1;
}
int result = (int)(_bitBuffer & GetBitMask(count));
_bitBuffer >>= count;
_bitsInBuffer -= count;
return result;
}
///
/// Copies length bytes from input buffer to output buffer starting at output[offset].
/// You have to make sure, that the buffer is byte aligned. If not enough bytes are
/// available, copies fewer bytes.
///
/// Returns the number of bytes copied, 0 if no byte is available.
public int CopyTo(byte[] output, int offset, int length)
{
Debug.Assert(output != null);
Debug.Assert(offset >= 0);
Debug.Assert(length >= 0);
Debug.Assert(offset <= output.Length - length);
Debug.Assert((_bitsInBuffer % 8) == 0);
// Copy the bytes in bitBuffer first.
int bytesFromBitBuffer = 0;
while (_bitsInBuffer > 0 && length > 0)
{
output[offset++] = (byte)_bitBuffer;
_bitBuffer >>= 8;
_bitsInBuffer -= 8;
length--;
bytesFromBitBuffer++;
}
if (length == 0)
{
return bytesFromBitBuffer;
}
int avail = _end - _start;
if (length > avail)
{
length = avail;
}
Array.Copy(_buffer, _start, output, offset, length);
_start += length;
return bytesFromBitBuffer + length;
}
///
/// Return true is all input bytes are used.
/// This means the caller can call SetInput to add more input.
///
public bool NeedsInput() => _start == _end;
///
/// Set the byte array to be processed.
/// All the bits remained in bitBuffer will be processed before the new bytes.
/// We don't clone the byte array here since it is expensive.
/// The caller should make sure after a buffer is passed in.
/// It will not be changed before calling this function again.
///
public void SetInput(byte[] buffer, int offset, int length)
{
Debug.Assert(buffer != null);
Debug.Assert(offset >= 0);
Debug.Assert(length >= 0);
Debug.Assert(offset <= buffer.Length - length);
Debug.Assert(_start == _end);
_buffer = buffer;
_start = offset;
_end = offset + length;
}
/// Skip n bits in the buffer.
public void SkipBits(int n)
{
Debug.Assert(_bitsInBuffer >= n, "No enough bits in the buffer, Did you call EnsureBitsAvailable?");
_bitBuffer >>= n;
_bitsInBuffer -= n;
}
/// Skips to the next byte boundary.
public void SkipToByteBoundary()
{
_bitBuffer >>= (_bitsInBuffer % 8);
_bitsInBuffer = _bitsInBuffer - (_bitsInBuffer % 8);
}
}
}