Files
ichni_Creator_Studio/Assets/NLayer/Decoder/BitReservoir.cs
2025-07-12 18:27:10 +08:00

210 lines
6.3 KiB
C#

using System;
namespace NLayer.Decoder
{
class BitReservoir
{
// Per the spec, the maximum buffer size for layer III is 7680 bits, which is 960 bytes.
// The only catch is if we're decoding a "free" frame, which could be a lot more (since
// some encoders allow higher bitrates to maintain audio transparency).
byte[] _buf = new byte[8192];
int _start = 0, _end = -1, _bitsLeft = 0;
long _bitsRead = 0L;
static int GetSlots(IMpegFrame frame)
{
var cnt = frame.FrameLength - 4;
if (frame.HasCrc) cnt -= 2;
if (frame.Version == MpegVersion.Version1 && frame.ChannelMode != MpegChannelMode.Mono) return cnt - 32;
if (frame.Version > MpegVersion.Version1 && frame.ChannelMode == MpegChannelMode.Mono) return cnt - 9;
return cnt - 17;
}
public bool AddBits(IMpegFrame frame, int overlap)
{
var originalEnd = _end;
var slots = GetSlots(frame);
while (--slots >= 0)
{
var temp = frame.ReadBits(8);
if (temp == -1) throw new System.IO.InvalidDataException("Frame did not have enough bytes!");
_buf[++_end] = (byte)temp;
if (_end == _buf.Length - 1) _end = -1;
}
_bitsLeft = 8;
if (originalEnd == -1)
{
// it's either the start of the stream or we've reset... only return true if overlap says this frame is enough
return overlap == 0;
}
else
{
// it's not the start of the stream so calculate _start based on whether we have enough bytes left
// if we have enough bytes, reset start to match overlap
if ((originalEnd + 1 - _start + _buf.Length) % _buf.Length >= overlap)
{
_start = (originalEnd + 1 - overlap + _buf.Length) % _buf.Length;
return true;
}
// otherwise, just set start to match the start of the frame (we probably skipped a frame)
else
{
_start = originalEnd + overlap;
return false;
}
}
}
public int GetBits(int count)
{
int bitsRead;
var bits = TryPeekBits(count, out bitsRead);
if (bitsRead < count) throw new System.IO.InvalidDataException("Reservoir did not have enough bytes!");
SkipBits(count);
return bits;
}
public int Get1Bit()
{
// this is an optimized single-bit reader
if (_bitsLeft == 0) throw new System.IO.InvalidDataException("Reservoir did not have enough bytes!");
--_bitsLeft;
++_bitsRead;
var val = (_buf[_start] >> _bitsLeft) & 1;
if (_bitsLeft == 0 && (_start = (_start + 1) % _buf.Length) != _end + 1)
{
_bitsLeft = 8;
}
return val;
}
public int TryPeekBits(int count, out int readCount)
{
if (count < 0 || count > 32) throw new ArgumentOutOfRangeException("count", "Must return between 0 and 32 bits!");
// if we don't have any bits left, just return no bits read
if (_bitsLeft == 0 || count == 0)
{
readCount = 0;
return 0;
}
// get bits from the current start of the reservoir
var bits = (int)_buf[_start];
if (count < _bitsLeft)
{
// just grab the bits, adjust the "left" count, and return
bits >>= _bitsLeft - count;
bits &= ((1 << count) - 1);
readCount = count;
return bits;
}
// we have to do it the hard way...
bits &= ((1 << _bitsLeft) - 1);
count -= _bitsLeft;
readCount = _bitsLeft;
var resStart = _start;
// arg... gotta grab some more bits...
while (count > 0)
{
// advance the start marker, and if we just advanced it past the end of the buffer, bail
if ((resStart = (resStart + 1) % _buf.Length) == _end + 1)
{
break;
}
// figure out how many bits to pull from it
var bitsToRead = Math.Min(count, 8);
// move the existing bits over
bits <<= bitsToRead;
bits |= (_buf[resStart] >> ((8 - bitsToRead) % 8));
// update our count
count -= bitsToRead;
// update our remaining bits
readCount += bitsToRead;
}
return bits;
}
public int BitsAvailable
{
get
{
if (_bitsLeft > 0)
{
return (((_end + _buf.Length) - _start) % _buf.Length) * 8 + _bitsLeft;
}
return 0;
}
}
public long BitsRead
{
get { return _bitsRead; }
}
public void SkipBits(int count)
{
if (count > 0)
{
// make sure we have enough bits to skip
if (count > BitsAvailable) throw new ArgumentOutOfRangeException("count");
// now calculate the new positions
var offset = (8 - _bitsLeft) + count;
_start = ((offset / 8) + _start) % _buf.Length;
_bitsLeft = 8 - (offset % 8);
_bitsRead += count;
}
}
public void RewindBits(int count)
{
_bitsLeft += count;
_bitsRead -= count;
while (_bitsLeft > 8)
{
--_start;
_bitsLeft -= 8;
}
while (_start < 0)
{
_start += _buf.Length;
}
}
public void FlushBits()
{
if (_bitsLeft < 8)
{
SkipBits(_bitsLeft);
}
}
public void Reset()
{
_start = 0;
_end = -1;
_bitsLeft = 0;
}
}
}