Add code
This commit is contained in:
parent
752a41a527
commit
a802188106
264
.gitignore
vendored
Normal file
264
.gitignore
vendored
Normal file
@ -0,0 +1,264 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
|
||||
# User-specific files
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
|
||||
# Visual Studio 2015 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUNIT
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# DNX
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_i.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*.log
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# JustCode is a .NET coding add-in
|
||||
.JustCode
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# TODO: Comment the next line if you want to checkin your web deploy settings
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
#*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/packages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/packages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/packages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignoreable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
node_modules/
|
||||
orleans.codegen.cs
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# JetBrains Rider
|
||||
.idea/
|
||||
*.sln.iml
|
||||
|
||||
# CodeRush
|
||||
.cr/
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Visual Studio Code configuration files
|
||||
.vscode/
|
17
FasterBase64.Benchmarks/FasterBase64.Benchmarks.csproj
Normal file
17
FasterBase64.Benchmarks/FasterBase64.Benchmarks.csproj
Normal file
@ -0,0 +1,17 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="BenchmarkDotNet" Version="0.13.1" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\FasterBase64\FasterBase64.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
37
FasterBase64.Benchmarks/FasterFromBase64Benchmarks.cs
Normal file
37
FasterBase64.Benchmarks/FasterFromBase64Benchmarks.cs
Normal file
@ -0,0 +1,37 @@
|
||||
using BenchmarkDotNet.Attributes;
|
||||
using System;
|
||||
|
||||
public class FasterFromBase64Benchmarks
|
||||
{
|
||||
private byte[] bytes;
|
||||
private char[] chars;
|
||||
|
||||
[Params(100, 1000, 10000)]
|
||||
public int N { get; set; }
|
||||
|
||||
[GlobalSetup]
|
||||
public void GlobalSetup()
|
||||
{
|
||||
var originalBytes = new byte[N];
|
||||
var random = new Random(1);
|
||||
random.NextBytes(originalBytes);
|
||||
var resultSize = (1 + (N - 1) / 3) * 4;
|
||||
chars = new char[resultSize];
|
||||
System.Convert.TryToBase64Chars(originalBytes, chars, out var _);
|
||||
bytes = new byte[N];
|
||||
}
|
||||
|
||||
[Benchmark]
|
||||
public byte Old()
|
||||
{
|
||||
System.Convert.TryFromBase64Chars(chars, bytes, out var _);
|
||||
return bytes[^1];
|
||||
}
|
||||
|
||||
[Benchmark]
|
||||
public byte New()
|
||||
{
|
||||
FasterBase64.Convert.TryFromBase64Chars(chars, bytes, out var _);
|
||||
return bytes[^1];
|
||||
}
|
||||
}
|
35
FasterBase64.Benchmarks/FasterToBase64Benchmarks.cs
Normal file
35
FasterBase64.Benchmarks/FasterToBase64Benchmarks.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using BenchmarkDotNet.Attributes;
|
||||
using System;
|
||||
|
||||
public class FasterToBase64Benchmarks
|
||||
{
|
||||
private byte[] bytes;
|
||||
private char[] chars;
|
||||
|
||||
[Params(100, 1000, 10000)]
|
||||
public int N { get; set; }
|
||||
|
||||
[GlobalSetup]
|
||||
public void GlobalSetup()
|
||||
{
|
||||
bytes = new byte[N];
|
||||
var resultSize = (1 + (N - 1) / 3) * 4;
|
||||
chars = new char[resultSize];
|
||||
var random = new Random(1);
|
||||
random.NextBytes(bytes);
|
||||
}
|
||||
|
||||
[Benchmark]
|
||||
public char Old()
|
||||
{
|
||||
System.Convert.TryToBase64Chars(bytes, chars, out var _);
|
||||
return chars[^1];
|
||||
}
|
||||
|
||||
[Benchmark]
|
||||
public char New()
|
||||
{
|
||||
FasterBase64.Convert.TryToBase64Chars(bytes, chars, out var _);
|
||||
return chars[^1];
|
||||
}
|
||||
}
|
9
FasterBase64.Benchmarks/Program.cs
Normal file
9
FasterBase64.Benchmarks/Program.cs
Normal file
@ -0,0 +1,9 @@
|
||||
using BenchmarkDotNet.Running;
|
||||
|
||||
public class Program
|
||||
{
|
||||
public static void Main()
|
||||
{
|
||||
BenchmarkRunner.Run<FasterToBase64Benchmarks>();
|
||||
}
|
||||
}
|
217
FasterBase64.Tests/ConvertTests.cs
Normal file
217
FasterBase64.Tests/ConvertTests.cs
Normal file
@ -0,0 +1,217 @@
|
||||
using FluentAssertions;
|
||||
using FsCheck.Xunit;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Xunit;
|
||||
|
||||
namespace FasterBase64.Tests
|
||||
{
|
||||
public class ConvertTests
|
||||
{
|
||||
[Property(MaxTest = 1000)]
|
||||
public void TestTryToBase64CharsRandom(byte[] bytes)
|
||||
{
|
||||
var n = bytes.Length;
|
||||
var charsLength = GetExactLengthInChars(n);
|
||||
var expectedChars = new char[charsLength];
|
||||
var expected = System.Convert.TryToBase64Chars(bytes, expectedChars, out var expectedCharsWritten);
|
||||
|
||||
var actualChars = new char[charsLength];
|
||||
var actual = FasterBase64.Convert.TryToBase64Chars(bytes, actualChars, out var actualCharsWritten);
|
||||
actual.Should().Be(expected);
|
||||
actualCharsWritten.Should().Be(expectedCharsWritten);
|
||||
for (var i = 0; i < n; i++)
|
||||
{
|
||||
actualChars[i].Should().Be(expectedChars[i]);
|
||||
}
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[MemberData(nameof(Base64Pairs))]
|
||||
public void TestTryToBase64CharsExactSize(byte[] bytes, char[] chars)
|
||||
{
|
||||
var n = chars.Length;
|
||||
var actualChars = new char[n];
|
||||
var actual = FasterBase64.Convert.TryToBase64Chars(bytes, actualChars, out var charsWritten);
|
||||
actual.Should().BeTrue();
|
||||
charsWritten.Should().Be(n);
|
||||
for (var i = 0; i < n; i++)
|
||||
{
|
||||
actualChars[i].Should().Be(chars[i]);
|
||||
}
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[MemberData(nameof(Base64Pairs))]
|
||||
public void TestTryFromBase64CharsExactSize(byte[] bytes, char[] chars)
|
||||
{
|
||||
var n = bytes.Length;
|
||||
var actualBytes = new byte[n];
|
||||
var actual = FasterBase64.Convert.TryFromBase64Chars(chars, actualBytes, out int bytesWritten);
|
||||
|
||||
actual.Should().BeTrue();
|
||||
bytesWritten.Should().Be(n);
|
||||
for (var i = 0; i < n; i++)
|
||||
{
|
||||
actualBytes[i].Should().Be(bytes[i]);
|
||||
}
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[MemberData(nameof(TryToBase64CharsWrongSizeTestData))]
|
||||
public void TestTryToBase64CharsWrongSize(byte[] bytes, bool expected, char[] chars, int charsWritten)
|
||||
{
|
||||
var n = chars.Length;
|
||||
var actualChars = new char[n];
|
||||
var actual = FasterBase64.Convert.TryToBase64Chars(bytes, actualChars, out var actualCharsWritten);
|
||||
actual.Should().Be(expected);
|
||||
actualCharsWritten.Should().Be(charsWritten);
|
||||
for (var i = 0; i < n; i++)
|
||||
{
|
||||
actualChars[i].Should().Be(chars[i]);
|
||||
}
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[MemberData(nameof(TryFromBase64CharsWrongSizeTestData))]
|
||||
[MemberData(nameof(TryFromBase64CharsInvalidCharsTestData))]
|
||||
public void TestTryFromBase64CharsWrong(char[] chars, int n, int bytesWritten)
|
||||
{
|
||||
var actualBytes = new byte[n];
|
||||
var actual = FasterBase64.Convert.TryFromBase64Chars(chars, actualBytes, out var actualBytesWritten);
|
||||
actual.Should().BeFalse();
|
||||
actualBytesWritten.Should().Be(bytesWritten);
|
||||
}
|
||||
|
||||
public static IEnumerable<object[]> Base64Pairs()
|
||||
{
|
||||
foreach (var (bytes, chars) in TryToBase64CharsExactSizeTestDataTyped())
|
||||
{
|
||||
yield return new object[] { bytes, chars };
|
||||
}
|
||||
}
|
||||
|
||||
public static IEnumerable<object[]> TryToBase64CharsWrongSizeTestData()
|
||||
{
|
||||
foreach (var (bytes, expected, chars, charsWritten) in TryToBase64CharsWrongSizeTestDataTyped())
|
||||
{
|
||||
yield return new object[] { bytes, expected, chars, charsWritten };
|
||||
}
|
||||
}
|
||||
|
||||
public static IEnumerable<object[]> TryFromBase64CharsWrongSizeTestData()
|
||||
{
|
||||
foreach (var (chars, n, bytesWritten) in TryFromBase64CharsWrongSizeTestDataTyped())
|
||||
{
|
||||
yield return new object[] { chars, n, bytesWritten };
|
||||
}
|
||||
}
|
||||
|
||||
public static IEnumerable<object[]> TryFromBase64CharsInvalidCharsTestData()
|
||||
{
|
||||
foreach (var (chars, n, bytesWritten) in TryFromBase64CharsInvalidCharsTestDataTyped())
|
||||
{
|
||||
yield return new object[] { chars, n, bytesWritten };
|
||||
}
|
||||
}
|
||||
|
||||
private static IEnumerable<(byte[] Bytes, char[] Chars)> TryToBase64CharsExactSizeTestDataTyped()
|
||||
{
|
||||
var random = new Random(1);
|
||||
|
||||
foreach (var bytes in TestBytes(random))
|
||||
{
|
||||
var n = bytes.Length;
|
||||
var charsLength = GetExactLengthInChars(n);
|
||||
|
||||
var chars = new char[charsLength];
|
||||
System.Convert.TryToBase64Chars(bytes, chars, out var _);
|
||||
yield return (bytes, chars);
|
||||
}
|
||||
}
|
||||
|
||||
private static IEnumerable<(byte[] Bytes, bool Expected, char[] Chars, int CharsWritten)> TryToBase64CharsWrongSizeTestDataTyped()
|
||||
{
|
||||
var random = new Random(1);
|
||||
|
||||
foreach (var bytes in TestBytes(random))
|
||||
{
|
||||
var n = bytes.Length;
|
||||
var exactCharsLength = GetExactLengthInChars(n);
|
||||
var charsLength = random.Next(0, exactCharsLength + 10);
|
||||
|
||||
var chars = new char[charsLength];
|
||||
var expected = System.Convert.TryToBase64Chars(bytes, chars, out var charsWritten);
|
||||
yield return (bytes, expected, chars, charsWritten);
|
||||
}
|
||||
}
|
||||
|
||||
private static IEnumerable<(char[] Chars, int N, int BytesWritten)> TryFromBase64CharsWrongSizeTestDataTyped()
|
||||
{
|
||||
var random = new Random(1);
|
||||
|
||||
foreach (var bytes in TestBytes(random))
|
||||
{
|
||||
var n = bytes.Length;
|
||||
if (n == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var charsLength = GetExactLengthInChars(n);
|
||||
var chars = new char[charsLength];
|
||||
System.Convert.TryToBase64Chars(bytes, chars, out var charsWritten);
|
||||
var wrongN = random.Next(0, n - 1);
|
||||
var wrongBytes = new byte[wrongN];
|
||||
var expected = System.Convert.TryFromBase64Chars(chars, wrongBytes, out var bytesWritten);
|
||||
yield return (chars, wrongN, bytesWritten);
|
||||
}
|
||||
}
|
||||
|
||||
private static IEnumerable<(char[] Chars, int N, int BytesWritten)> TryFromBase64CharsInvalidCharsTestDataTyped()
|
||||
{
|
||||
var random = new Random(1);
|
||||
var invalidChars = " \n\r\t!@#$%^&*()_\\\x0430\x0410".ToCharArray();
|
||||
|
||||
foreach (var bytes in TestBytes(random))
|
||||
{
|
||||
var n = bytes.Length;
|
||||
if (n == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var charsLength = GetExactLengthInChars(n);
|
||||
var chars = new char[charsLength];
|
||||
System.Convert.TryToBase64Chars(bytes, chars, out var charsWritten);
|
||||
var wrongIndex = random.Next(0, charsLength - 1);
|
||||
var wrongChar = invalidChars[random.Next(0, invalidChars.Length - 1)];
|
||||
chars[wrongIndex] = wrongChar;
|
||||
var wrongBytes = new byte[n];
|
||||
var expected = System.Convert.TryFromBase64Chars(chars, wrongBytes, out var bytesWritten);
|
||||
yield return (chars, n, bytesWritten);
|
||||
}
|
||||
}
|
||||
|
||||
private static int GetExactLengthInChars(int lengthInBytes)
|
||||
{
|
||||
return lengthInBytes == 0 ? 0 : (1 + (lengthInBytes - 1) / 3) * 4;
|
||||
}
|
||||
|
||||
private static IEnumerable<byte[]> TestBytes(Random random)
|
||||
{
|
||||
yield return new byte[] { };
|
||||
yield return new byte[] { 0 };
|
||||
yield return new byte[] { 255 };
|
||||
for (var n = 1; n <= 128; n++)
|
||||
{
|
||||
for (var iteration = 1; iteration <= 10; iteration++)
|
||||
{
|
||||
var bytes = new byte[n];
|
||||
random.NextBytes(bytes);
|
||||
yield return bytes;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
31
FasterBase64.Tests/FasterBase64.Tests.csproj
Normal file
31
FasterBase64.Tests/FasterBase64.Tests.csproj
Normal file
@ -0,0 +1,31 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
|
||||
<IsPackable>false</IsPackable>
|
||||
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="FluentAssertions" Version="6.2.0" />
|
||||
<PackageReference Include="FsCheck.Xunit" Version="2.16.3" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="16.11.0" />
|
||||
<PackageReference Include="xunit" Version="2.4.1" />
|
||||
<PackageReference Include="xunit.runner.visualstudio" Version="2.4.3">
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="coverlet.collector" Version="3.1.0">
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\FasterBase64\FasterBase64.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
37
FasterBase64.sln
Normal file
37
FasterBase64.sln
Normal file
@ -0,0 +1,37 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.0.31912.275
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FasterBase64", "FasterBase64\FasterBase64.csproj", "{C6D9044D-8B5E-42E5-A699-ED8B212B6227}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FasterBase64.Tests", "FasterBase64.Tests\FasterBase64.Tests.csproj", "{CE48F6A6-19CB-4980-8EE2-5EA4415C8A2A}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FasterBase64.Benchmarks", "FasterBase64.Benchmarks\FasterBase64.Benchmarks.csproj", "{3F77301C-50A9-4B64-8BFF-2C97834788C7}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{C6D9044D-8B5E-42E5-A699-ED8B212B6227}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{C6D9044D-8B5E-42E5-A699-ED8B212B6227}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{C6D9044D-8B5E-42E5-A699-ED8B212B6227}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{C6D9044D-8B5E-42E5-A699-ED8B212B6227}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{CE48F6A6-19CB-4980-8EE2-5EA4415C8A2A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{CE48F6A6-19CB-4980-8EE2-5EA4415C8A2A}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{CE48F6A6-19CB-4980-8EE2-5EA4415C8A2A}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{CE48F6A6-19CB-4980-8EE2-5EA4415C8A2A}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{3F77301C-50A9-4B64-8BFF-2C97834788C7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{3F77301C-50A9-4B64-8BFF-2C97834788C7}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{3F77301C-50A9-4B64-8BFF-2C97834788C7}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{3F77301C-50A9-4B64-8BFF-2C97834788C7}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {67B1AE7B-C332-4546-80DE-629D417D557E}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
181
FasterBase64/Convert_From.cs
Normal file
181
FasterBase64/Convert_From.cs
Normal file
@ -0,0 +1,181 @@
|
||||
// The following code is based on
|
||||
// Wojciech Muła, Daniel Lemire, Faster Base64 Encoding and Decoding using AVX2 instructions,
|
||||
// arXiv:1704.00605v5.
|
||||
|
||||
// We process input data in chunks of 32 chars; every chunk becomes
|
||||
// 24 decoded bytes.
|
||||
// If there are leftovers that are smaller than 34 (!) bytes, we process
|
||||
// them by calling the .NET implementation. The reason for the number 34
|
||||
// is we don't want to deal with '=' padding characters that can
|
||||
// happen at the end of the string (up to 2 of them).
|
||||
// Note, however, that (in contrast to the .NET implementation)
|
||||
// we do not allow whitespace in the input.
|
||||
// If you know that your input might contain whitespace characters,
|
||||
// you should remove them first, and then call the conversion method.
|
||||
//
|
||||
// Processing consists of three steps:
|
||||
// 1. Take the next 32 characters and decode them from WTF-16 to 6-bit values.
|
||||
// Here we also check that all characters in the input are valid.
|
||||
// After this step, we have a vector of 32 bytes, each having a value
|
||||
// between 0 and 63.
|
||||
// 2. Pack these 32 6-bit chunks into 24 bytes.
|
||||
// 3. Write the resulting bytes to the output location.
|
||||
// Below we describe the steps in more detail.
|
||||
//
|
||||
// FIRST STEP: decoding WTF-16 into 6-bit values.
|
||||
// We start by taking two blocks of 16 characters (32 bytes),
|
||||
// checking them for the values that do not fit into the first byte,
|
||||
// and pack 32 characters into 32 bytes. This involves crossing the
|
||||
// lanes.
|
||||
// Every byte is then split into high and low nibble.
|
||||
// A character is a valid base64 character if and only if
|
||||
// a) its high nibble H is 2, 3, 4, 5, 6, 7;
|
||||
// b) when H = 2, the low nibble is 11 or 15;
|
||||
// when H = 3, the low nibble is in 0..9;
|
||||
// when H = 4 or 6, the low nibble is non-zero;
|
||||
// when H = 5 or 7, the low nibble is in 0..10.
|
||||
// This is exactly what happens in the code; see Appendix C
|
||||
// of [Muła, Lemire] for the detailed explanations.
|
||||
//
|
||||
// SECOND STEP: packing 32 6-bit chunks into 24 bytes.
|
||||
// To achieve that we need only four instructions; namely, we
|
||||
// a) use MultiplyAddAdjacent (on byte level) to pack the data
|
||||
// within (16-bit) words;
|
||||
// b) use MultiplyAddAdjacent (on word level) to pack the data
|
||||
// within (32-bit) double words;
|
||||
// c) use Shuffle to pack the data within 128-bit lanes;
|
||||
// d) use PermuteVar8x32 to pack data into first 24 bytes of
|
||||
// our 32-byte vector. This, of course, involves crossing
|
||||
// the lanes.
|
||||
// We demonstrate the first two steps on 32-bit double words:
|
||||
// For a), we multiply the bytes alternately with 0x40 and 0x01,
|
||||
// which results in shifts by 6 bits of every other byte.
|
||||
// Then the instruction adds together adjacent pairs of resulting
|
||||
// 16-bit integers. So, starting from
|
||||
// 00xxxxxx | 00yyyyyy | 00zzzzzz | 00tttttt
|
||||
// we multiply by
|
||||
// 01000000 | 00000001 | 01000000 | 00000001
|
||||
// to get intermediate results
|
||||
// 0000xxxxxx000000, 0000000000yyyyyy, 0000zzzzzz000000, 0000000000tttttt
|
||||
// and add them pairwise, so we get
|
||||
// 0000xxxxxxyyyyyy | 0000zzzzzztttttt
|
||||
// Rewriting this into bytes, we get
|
||||
// xxyyyyyy | 0000xxxx | zztttttt | 0000zzzz
|
||||
// Step b) is similar: we shift every other word by 12 bits.
|
||||
// So, we multiply by
|
||||
// 0001000000000000 | 0000000000000001
|
||||
// to get intermediate results
|
||||
// 00000000xxxxxxyyyyyy000000000000 and 00000000000000000000zzzzzztttttt
|
||||
// and add them pairwise, so we get
|
||||
// 00000000xxxxxxyyyyyyzzzzzztttttt
|
||||
// This is exactly what is needed to pack four 6-bit values into
|
||||
// three 8-bit values.
|
||||
// Step c) then shuffles the bytes to pack the data bytes at the
|
||||
// beginning of each lane; step d) permutes them to move everything
|
||||
// into the first 24 bytes.
|
||||
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Runtime.Intrinsics;
|
||||
using System.Runtime.Intrinsics.X86;
|
||||
|
||||
namespace FasterBase64
|
||||
{
|
||||
public static partial class Convert
|
||||
{
|
||||
public static unsafe bool TryFromBase64Chars(
|
||||
ReadOnlySpan<char> chars,
|
||||
Span<byte> bytes,
|
||||
out int bytesWritten)
|
||||
{
|
||||
var inputLength = chars.Length;
|
||||
var outputLength = bytes.Length;
|
||||
bytesWritten = 0;
|
||||
if (inputLength >= 34)
|
||||
{
|
||||
var utf8mask = Vector256.Create((ushort)0xff00).AsInt16();
|
||||
var const2f = Vector256.Create((byte) 0x2f);
|
||||
var lutLo = Vector256.Create(
|
||||
(byte)21, 17, 17, 17, 17, 17, 17, 17, 17, 17, 19, 26, 27, 27, 27, 26,
|
||||
21, 17, 17, 17, 17, 17, 17, 17, 17, 17, 19, 26, 27, 27, 27, 26);
|
||||
var lutHi = Vector256.Create(
|
||||
(byte)16, 16, 1, 2, 4, 8, 4, 8, 16, 16, 16, 16, 16, 16, 16, 16,
|
||||
16, 16, 1, 2, 4, 8, 4, 8, 16, 16, 16, 16, 16, 16, 16, 16);
|
||||
var lutRoll = Vector256.Create(
|
||||
(sbyte)0, 16, 19, 4, -65, -65, -71, -71, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 16, 19, 4, -65, -65, -71, -71, 0, 0, 0, 0, 0, 0, 0, 0);
|
||||
var helper1 = Vector256.Create(0x01400140).AsSByte();
|
||||
var helper2 = Vector256.Create(0x00011000);
|
||||
var helper3 = Vector256.Create(
|
||||
(sbyte)2, 1, 0, 6, 5, 4, 10, 9, 8, 14, 13, 12, -1, -1, -1, -1,
|
||||
2, 1, 0, 6, 5, 4, 10, 9, 8, 14, 13, 12, -1, -1, -1, -1);
|
||||
var helper4 = Vector256.Create(0, 1, 2, 4, 5, 6, -1, -1);
|
||||
fixed (byte* bytesPtr = bytes)
|
||||
fixed (short* charsPtr = MemoryMarshal.Cast<char, short>(chars))
|
||||
{
|
||||
var currentBytesPtr = bytesPtr;
|
||||
var currentInputPtr = charsPtr;
|
||||
|
||||
while (inputLength >= 34 && outputLength >= 32)
|
||||
{
|
||||
var input1 = Avx2.LoadVector256(currentInputPtr);
|
||||
if (!Avx2.TestZ(input1, utf8mask))
|
||||
{
|
||||
bytesWritten = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
var input2 = Avx2.LoadVector256(currentInputPtr + 16);
|
||||
if (!Avx2.TestZ(input2, utf8mask))
|
||||
{
|
||||
bytesWritten = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
currentInputPtr += 32;
|
||||
inputLength -= 32;
|
||||
|
||||
var packedInput = Avx2.PackUnsignedSaturate(input1, input2);
|
||||
var input = Avx2.Permute4x64(packedInput.AsUInt64(), (byte)0b_11_01_10_00).AsByte();
|
||||
|
||||
var hiNibbles = Avx2.ShiftRightLogical(input.AsInt32(), 4).AsByte();
|
||||
var loNibbles = Avx2.And(input, const2f);
|
||||
var lo = Avx2.Shuffle(lutLo, loNibbles);
|
||||
var eq2f = Avx2.CompareEqual(input, const2f);
|
||||
hiNibbles = Avx2.And(hiNibbles, const2f);
|
||||
var hi = Avx2.Shuffle(lutHi, hiNibbles);
|
||||
var roll = Avx2.Shuffle(lutRoll, Avx2.Add(eq2f, hiNibbles).AsSByte());
|
||||
if (!Avx2.TestZ(lo, hi))
|
||||
{
|
||||
bytesWritten = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
var fromAscii = Avx2.Add(input.AsSByte(), roll);
|
||||
|
||||
var mergeXYandZT = Avx2.MultiplyAddAdjacent(fromAscii.AsByte(), helper1);
|
||||
var packedWithinLanes = Avx2.MultiplyAddAdjacent(mergeXYandZT, helper2.AsInt16());
|
||||
packedWithinLanes = Avx2.Shuffle(packedWithinLanes.AsByte(), helper3.AsByte()).AsInt32();
|
||||
var final = Avx2.PermuteVar8x32(packedWithinLanes, helper4).AsByte();
|
||||
Avx2.Store(currentBytesPtr, final);
|
||||
|
||||
bytesWritten += 24;
|
||||
currentBytesPtr += 24;
|
||||
outputLength -= 24;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var result = System.Convert.TryFromBase64Chars(chars[^inputLength..], bytes[bytesWritten..], out var bytesWritten2);
|
||||
if (result)
|
||||
{
|
||||
bytesWritten += bytesWritten2;
|
||||
}
|
||||
else
|
||||
{
|
||||
bytesWritten = 0;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
188
FasterBase64/Convert_To.cs
Normal file
188
FasterBase64/Convert_To.cs
Normal file
@ -0,0 +1,188 @@
|
||||
// The following code is based on
|
||||
// Wojciech Muła, Daniel Lemire, Faster Base64 Encoding and Decoding using AVX2 instructions,
|
||||
// arXiv:1704.00605v5.
|
||||
|
||||
// We process input data in chunks of 24 bytes; every chunk becomes
|
||||
// 32 encoded characters.
|
||||
// If there are leftovers that are smaller than 24 bytes, we process
|
||||
// them by calling the .NET implementation.
|
||||
// The main processing routine requires that input 24 bytes are located
|
||||
// in the middle 24 bytes of a 32-byte vector that we load from memory.
|
||||
// Due to that, special handling is required for the first chunk
|
||||
// (we have to load first 32 bytes and shift it right by 4 bytes).
|
||||
// Processing consists of three steps:
|
||||
// 1. Split 24 input bytes into 32 6-bit chunks,
|
||||
// each chunk stored into the lower 6 bits of consecutive bytes.
|
||||
// This is where we need the data to be in the middle (and not the first)
|
||||
// 24 bytes: we don't want to cross the lanes.
|
||||
// This way, the first 12 bytes stay in the first half of
|
||||
// Vector256, and expand to fill the first half; same with the
|
||||
// second half.
|
||||
// 2. Convert a sequence of 32 bytes (with possible values from 0 to 63)
|
||||
// to their ASCII representations in base64.
|
||||
// 3. Stores the resulting 32 bytes into the low bytes of 32 words
|
||||
// at the output location.
|
||||
// Below we describe the steps in more detail.
|
||||
//
|
||||
// FIRST STEP: splitting into 6-bit chunks.
|
||||
// Here we describe the procedure for the first half (containing
|
||||
// the first 12 bytes of the input); the second half is processed
|
||||
// at the same time in a symmetrical fashion.
|
||||
// We split these 12 bytes into 4 chunks of 3 bytes each.
|
||||
// Our target is to re-shuffle these 24 bits into 4 chunks
|
||||
// of 6 bits each, and write them into lower bits of 4
|
||||
// consecutive bytes:
|
||||
// xxxxxxxx | yyyyyyyy | zzzzzzzz
|
||||
// ->
|
||||
// 00xxxxxx | 00xxyyyy | 00yyyyzz | 00zzzzzz
|
||||
// First, we shuffle these 3 bytes into 4 bytes (repeating
|
||||
// the middle byte) in the following way:
|
||||
// xxxxxxxx | yyyyyyyy | zzzzzzzz // inputVector
|
||||
// ->
|
||||
// yyyyyyyy | xxxxxxxx | zzzzzzzz | yyyyyyyy // inputWithRepeat
|
||||
// Then, we AND the result with 0x0fc0fc00 to extract both
|
||||
// the "bbbbcc" and "aaaaaa" parts:
|
||||
// 00000000 | 11111100 | 11000000 | 00001111 // 0x0fc0fc00
|
||||
// 00000000 | xxxxxx00 | zz000000 | 0000yyyy // masked1
|
||||
// Another AND (with 0x003f03f0) extracts the "aabbbb" and "cccccc" parts:
|
||||
// 11110000 | 00000011 | 00111111 | 00000000 // 0x003f03f0
|
||||
// yyyy0000 | 000000xx | 00zzzzzz | 00000000 // masked2
|
||||
// Multiplication shifts these parts into their proper place
|
||||
// (note that we use multiplication with storing high words
|
||||
// to effectively achieve right shift; and multiplication with
|
||||
// storing low words to effectively achieve left shift).
|
||||
// To understand how multiplication works, we need to rewrite
|
||||
// our data as words:
|
||||
// xxxxxx0000000000 | 0000yyyyzz000000 // masked1
|
||||
// 0000000001000000 | 0000010000000000 // shift1
|
||||
// 0000000000xxxxxx | 0000000000yyyyzz // maskedAndShifted1
|
||||
// Similarly, for the second part:
|
||||
// 000000xxyyyy0000 | 0000000000zzzzzz // masked2
|
||||
// 0000000000010000 | 0000000100000000 // shift2
|
||||
// 00xxyyyy00000000 | 00zzzzzz00000000 // maskedAndShifted2
|
||||
// After rewriting it back to bytes, we get
|
||||
// 00xxxxxx | 00000000 | 00yyyyzz | 00000000 // maskedAndShifted1
|
||||
// 00000000 | 00xxyyyy | 00000000 | 00zzzzzz // maskedAndShifted2
|
||||
// Final result is OR of these two.
|
||||
//
|
||||
// SECOND STEP: encoding 6-bit values in base64.
|
||||
// Recall that base64 maps
|
||||
// 0..25 -> A..Z (ASCII codes 65..90)
|
||||
// 26..51 -> a..z (ASCII codes 97..122)
|
||||
// 52..61 -> 0..9 (ASCII codes 48..57)
|
||||
// 62 -> + (ASCII code 43)
|
||||
// 63 -> . (ASCII code 47)
|
||||
// Thus our job is to add the following offsets:
|
||||
// 65 to values 0..25
|
||||
// 71 to values 26..51
|
||||
// -4 to values 52..61
|
||||
// -19 to value 62
|
||||
// -16 to value 63
|
||||
// First, we subract 51 with saturation, so 0..25 and 26..51 become zero,
|
||||
// while values 52..63 become 1..12.
|
||||
// We have an offset map that says that 2..11 should map to -4,
|
||||
// 12 should map to -19, and 13 should map to -16.
|
||||
// Thus, the values 0..25 currently map to 0, while
|
||||
// the mapping for all other values is off by 1.
|
||||
// Now we need to add 1 in cases 26..63, and add 0 in cases 0..25.
|
||||
// This is done by comparing the values with 25:
|
||||
// if a value is greater than 25, we get -1, otherwise 0.
|
||||
// This is (up to a sign) what we wanted, so we can just
|
||||
// subtract the comparison result to achieve the required +1.
|
||||
// It remains to apply the offset map and add the resulting
|
||||
// offset to the input.
|
||||
//
|
||||
// THIRD STEP: store result to memory.
|
||||
// This is quite easy: store the lower half of a 32-byte vector,
|
||||
// interleaving bytes with zeros, then do the same for the higher half.
|
||||
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Runtime.Intrinsics;
|
||||
using System.Runtime.Intrinsics.X86;
|
||||
|
||||
namespace FasterBase64
|
||||
{
|
||||
public static partial class Convert
|
||||
{
|
||||
public static unsafe bool TryToBase64Chars(ReadOnlySpan<byte> bytes, Span<char> chars, out int charsWritten)
|
||||
{
|
||||
var inputLength = bytes.Length;
|
||||
charsWritten = 0;
|
||||
if (inputLength == 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
var outputLength = chars.Length;
|
||||
var expectedLength = (1 + (inputLength - 1) / 3) * 4;
|
||||
if (outputLength < expectedLength)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var permuter = Vector256.Create(0, 0, 1, 2, 3, 4, 5, 6);
|
||||
var mask1 = Vector256.Create(0x0fc0fc00).AsByte();
|
||||
var shift1 = Vector256.Create(0x04000040).AsUInt16();
|
||||
var mask2 = Vector256.Create(0x003f03f0).AsByte();
|
||||
var shift2 = Vector256.Create(0x01000010).AsUInt16();
|
||||
var const51 = Vector256.Create((byte)51);
|
||||
var const25 = Vector256.Create((byte)25);
|
||||
var shuffleVector = Vector256.Create(
|
||||
(byte)5, 4, 6, 5, 8, 7, 9, 8, 11, 10, 12, 11, 14, 13, 15, 14,
|
||||
1, 0, 2, 1, 4, 3, 5, 4, 7, 6, 8, 7, 10, 9, 11, 10);
|
||||
var offsetMap = Vector256.Create(
|
||||
(sbyte)65, 71, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -19, -16, 0, 0,
|
||||
65, 71, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -19, -16, 0, 0).AsByte();
|
||||
|
||||
if (inputLength >= 32)
|
||||
{
|
||||
fixed (byte* bytesPtr = bytes)
|
||||
fixed (short* charsPtr = MemoryMarshal.Cast<char, short>(chars))
|
||||
{
|
||||
var currentInputPtr = bytesPtr;
|
||||
var currentOutputPtr = charsPtr;
|
||||
Vector256<byte> inputVector;
|
||||
var preInputVector = Avx2.LoadVector256(currentInputPtr);
|
||||
currentInputPtr -= 4;
|
||||
inputVector = Avx2.PermuteVar8x32(preInputVector.AsInt32(), permuter).AsByte();
|
||||
MainLoop:
|
||||
var inputWithRepeat = Avx2.Shuffle(inputVector, shuffleVector);
|
||||
var masked1 = Avx2.And(inputWithRepeat, mask1);
|
||||
var maskedAndShifted1 = Avx2.MultiplyHigh(masked1.AsUInt16(), shift1);
|
||||
var masked2 = Avx2.And(inputWithRepeat, mask2);
|
||||
var maskedAndShifted2 = Avx2.MultiplyLow(masked2.AsUInt16(), shift2);
|
||||
var shuffled = Avx2.Or(maskedAndShifted1, maskedAndShifted2).AsByte();
|
||||
|
||||
var shuffleResult = Avx2.SubtractSaturate(shuffled, const51);
|
||||
var less = Avx2.CompareGreaterThan(shuffled.AsSByte(), const25.AsSByte()).AsByte();
|
||||
shuffleResult = Avx2.Subtract(shuffleResult, less);
|
||||
var offsets = Avx2.Shuffle(offsetMap, shuffleResult);
|
||||
var translated = Avx2.Add(offsets, shuffled);
|
||||
|
||||
var lower = translated.GetLower();
|
||||
var lowerInterleaved = Avx2.ConvertToVector256Int16(lower);
|
||||
Avx2.Store(currentOutputPtr, lowerInterleaved);
|
||||
currentOutputPtr += 16;
|
||||
var upper = translated.GetUpper();
|
||||
var upperInterleaved = Avx2.ConvertToVector256Int16(upper);
|
||||
Avx2.Store(currentOutputPtr, upperInterleaved);
|
||||
currentOutputPtr += 16;
|
||||
|
||||
currentInputPtr += 24;
|
||||
inputLength -= 24;
|
||||
if (inputLength >= 28)
|
||||
{
|
||||
inputVector = Avx2.LoadVector256(currentInputPtr);
|
||||
goto MainLoop;
|
||||
}
|
||||
|
||||
charsWritten = (int)(currentOutputPtr - charsPtr);
|
||||
}
|
||||
}
|
||||
|
||||
var result = System.Convert.TryToBase64Chars(bytes[^inputLength..], chars[charsWritten..], out var charsWritten2);
|
||||
charsWritten += charsWritten2;
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
10
FasterBase64/FasterBase64.csproj
Normal file
10
FasterBase64/FasterBase64.csproj
Normal file
@ -0,0 +1,10 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
</Project>
|
39
README.md
39
README.md
@ -1,2 +1,37 @@
|
||||
# fasterbase64
|
||||
Base64 encoding/decoding in C#
|
||||
# FasterBase64
|
||||
|
||||
An implementation of a fast base64 encoding algorithm in C#.
|
||||
The algorithm is described in
|
||||
[Faster Base64 Encoding and Decoding Using AVX2 Instructions](https://arxiv.org/abs/1704.00605)
|
||||
by Wojciech Muła and Daniel Lemire.
|
||||
|
||||
Benchmarks show that this implementation is about 8-10 times faster
|
||||
than the standard .NET implementation
|
||||
in `System.Convert.TryToBase64Chars()` and `System.Convert.TryFromBase64Chars()`.
|
||||
We provide re-implementations of these two methods
|
||||
within a static class `FasterBase64.Convert`.
|
||||
|
||||
* `FasterBase64.Convert.TryToBase64Chars()` works
|
||||
the same way as `System.Convert.TryToBase64Chars()`;
|
||||
* `System.FasterBase64.TryFromBase64Chars()` works
|
||||
the same way as`System.Convert.TryFromBase64Chars()`,
|
||||
if the input does not contain whitespace. The standard .NET implementation
|
||||
differs from the RFC4648 standard in that it allows whitespace in the data.
|
||||
If you need an implementation that skips whitespace, it is easy
|
||||
to copy the data, omitting whitespace, and then call
|
||||
`System.FasterBase64.TryFromBase64Chars()`.
|
||||
We believe that (in all reasonable cases) this is still faster than
|
||||
using the standard implementation.
|
||||
|
||||
Caveats:
|
||||
* Although we believe the implementation to be reasonably well tested,
|
||||
there might still be bugs.
|
||||
* The implementation uses AVX2 instructions, but does not check if AVX2
|
||||
is available. AVX2 support can be easily checked by querying the property
|
||||
`System.Runtime.Intrinsics.X86.Avx2.IsSupported`.
|
||||
|
||||
TODO:
|
||||
* NuGet package.
|
||||
|
||||
License:
|
||||
* Copyright (c) Alexander Luzgarev, 2021, under the GPL license.
|
||||
|
Loading…
x
Reference in New Issue
Block a user