File: src\libraries\System.Private.CoreLib\src\System\Text\Ascii.Utility.cs
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Project: src\src\coreclr\System.Private.CoreLib\System.Private.CoreLib.csproj (System.Private.CoreLib)
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
 
using System.Diagnostics;
using System.Numerics;
using System.Runtime.CompilerServices;
#if NET
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.Arm;
using System.Runtime.Intrinsics.Wasm;
using System.Runtime.Intrinsics.X86;
#endif
 
namespace System.Text
{
#if SYSTEM_PRIVATE_CORELIB
    public
#else
    internal
#endif
        static partial class Ascii
    {
        /// <summary>
        /// Returns <see langword="true"/> iff all bytes in <paramref name="value"/> are ASCII.
        /// </summary>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool AllBytesInUInt64AreAscii(ulong value)
        {
            // If the high bit of any byte is set, that byte is non-ASCII.
 
            return (value & UInt64HighBitsOnlyMask) == 0;
        }
 
        /// <summary>
        /// Returns <see langword="true"/> iff all chars in <paramref name="value"/> are ASCII.
        /// </summary>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool AllCharsInUInt32AreAscii(uint value)
        {
            return (value & ~0x007F007Fu) == 0;
        }
 
        /// <summary>
        /// Returns <see langword="true"/> iff all chars in <paramref name="value"/> are ASCII.
        /// </summary>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool AllCharsInUInt64AreAscii(ulong value)
        {
            return (value & ~0x007F007F_007F007Ful) == 0;
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool AllCharsInUInt64AreAscii<T>(ulong value)
            where T : unmanaged
        {
            Debug.Assert(typeof(T) == typeof(byte) || typeof(T) == typeof(ushort));
 
            return typeof(T) == typeof(byte)
                ? AllBytesInUInt64AreAscii(value)
                : AllCharsInUInt64AreAscii(value);
        }
 
#if NET
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        [CompExactlyDependsOn(typeof(AdvSimd.Arm64))]
        private static int GetIndexOfFirstNonAsciiByteInLane_AdvSimd(Vector128<byte> value, Vector128<byte> bitmask)
        {
            if (!AdvSimd.Arm64.IsSupported || !BitConverter.IsLittleEndian)
            {
                throw new PlatformNotSupportedException();
            }
 
            // extractedBits[i] = (value[i] >> 7) & (1 << (12 * (i % 2)));
            Vector128<byte> mostSignificantBitIsSet = AdvSimd.ShiftRightArithmetic(value.AsSByte(), 7).AsByte();
            Vector128<byte> extractedBits = AdvSimd.And(mostSignificantBitIsSet, bitmask);
 
            // collapse mask to lower bits
            extractedBits = AdvSimd.Arm64.AddPairwise(extractedBits, extractedBits);
            ulong mask = extractedBits.AsUInt64().ToScalar();
 
            // calculate the index
            int index = BitOperations.TrailingZeroCount(mask) >> 2;
            Debug.Assert((mask != 0) ? index < 16 : index >= 16);
            return index;
        }
#endif
 
        /// <summary>
        /// Given a DWORD which represents two packed chars in machine-endian order,
        /// <see langword="true"/> iff the first char (in machine-endian order) is ASCII.
        /// </summary>
        /// <param name="value"></param>
        /// <returns></returns>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool FirstCharInUInt32IsAscii(uint value)
        {
            return (BitConverter.IsLittleEndian && (value & 0xFF80u) == 0)
                || (!BitConverter.IsLittleEndian && (value & 0xFF800000u) == 0);
        }
 
        /// <summary>
        /// Returns the index in <paramref name="pBuffer"/> where the first non-ASCII byte is found.
        /// Returns <paramref name="bufferLength"/> if the buffer is empty or all-ASCII.
        /// </summary>
        /// <returns>An ASCII byte is defined as 0x00 - 0x7F, inclusive.</returns>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        internal static unsafe nuint GetIndexOfFirstNonAsciiByte(byte* pBuffer, nuint bufferLength)
        {
            // If 256/512-bit aren't supported but SSE2 is supported, use those specific intrinsics instead of
            // the generic vectorized code. This has two benefits: (a) we can take advantage of specific instructions
            // like pmovmskb which we know are optimized, and (b) we can avoid downclocking the processor while
            // this method is running.
 
#if NET
            if (!Vector512.IsHardwareAccelerated &&
                !Vector256.IsHardwareAccelerated &&
                (Sse2.IsSupported || AdvSimd.IsSupported))
            {
                return GetIndexOfFirstNonAsciiByte_Intrinsified(pBuffer, bufferLength);
            }
            else
#endif
            {
                // Handles Vector512, Vector256, Vector128, and scalar.
                return GetIndexOfFirstNonAsciiByte_Vector(pBuffer, bufferLength);
            }
        }
 
        private static unsafe nuint GetIndexOfFirstNonAsciiByte_Vector(byte* pBuffer, nuint bufferLength)
        {
            // Squirrel away the original buffer reference. This method works by determining the exact
            // byte reference where non-ASCII data begins, so we need this base value to perform the
            // final subtraction at the end of the method to get the index into the original buffer.
 
            byte* pOriginalBuffer = pBuffer;
 
            // Before we drain off byte-by-byte, try a generic vectorized loop.
            // Only run the loop if we have at least two vectors we can pull out.
            // Note use of SBYTE instead of BYTE below; we're using the two's-complement
            // representation of negative integers to act as a surrogate for "is ASCII?".
 
#if NET
            if (Vector512.IsHardwareAccelerated && bufferLength >= 2 * (uint)Vector512<byte>.Count)
            {
                if (Vector512.Load(pBuffer).ExtractMostSignificantBits() == 0)
                {
                    // The first several elements of the input buffer were ASCII. Bump up the pointer to the
                    // next aligned boundary, then perform aligned reads from here on out until we find non-ASCII
                    // data or we approach the end of the buffer. It's possible we'll reread data; this is ok.
 
                    byte* pFinalVectorReadPos = pBuffer + bufferLength - Vector512.Size;
                    pBuffer = (byte*)(((nuint)pBuffer + Vector512.Size) & ~(nuint)(Vector512.Size - 1));
 
#if DEBUG
                    long numBytesRead = pBuffer - pOriginalBuffer;
                    Debug.Assert(0 < numBytesRead && numBytesRead <= Vector512.Size, "We should've made forward progress of at least one byte.");
                    Debug.Assert((nuint)numBytesRead <= bufferLength, "We shouldn't have read past the end of the input buffer.");
#endif
 
                    Debug.Assert(pBuffer <= pFinalVectorReadPos, "Should be able to read at least one vector.");
 
                    do
                    {
                        Debug.Assert((nuint)pBuffer % Vector512.Size == 0, "Vector read should be aligned.");
                        if (Vector512.LoadAligned(pBuffer).ExtractMostSignificantBits() != 0)
                        {
                            break; // found non-ASCII data
                        }
 
                        pBuffer += Vector512.Size;
                    } while (pBuffer <= pFinalVectorReadPos);
 
                    // Adjust the remaining buffer length for the number of elements we just consumed.
 
                    bufferLength -= (nuint)pBuffer;
                    bufferLength += (nuint)pOriginalBuffer;
                }
            }
            else if (Vector256.IsHardwareAccelerated && bufferLength >= 2 * (uint)Vector256<byte>.Count)
            {
                if (Vector256.Load(pBuffer).ExtractMostSignificantBits() == 0)
                {
                    // The first several elements of the input buffer were ASCII. Bump up the pointer to the
                    // next aligned boundary, then perform aligned reads from here on out until we find non-ASCII
                    // data or we approach the end of the buffer. It's possible we'll reread data; this is ok.
 
                    byte* pFinalVectorReadPos = pBuffer + bufferLength - Vector256.Size;
                    pBuffer = (byte*)(((nuint)pBuffer + Vector256.Size) & ~(nuint)(Vector256.Size - 1));
 
#if DEBUG
                    long numBytesRead = pBuffer - pOriginalBuffer;
                    Debug.Assert(0 < numBytesRead && numBytesRead <= Vector256.Size, "We should've made forward progress of at least one byte.");
                    Debug.Assert((nuint)numBytesRead <= bufferLength, "We shouldn't have read past the end of the input buffer.");
#endif
 
                    Debug.Assert(pBuffer <= pFinalVectorReadPos, "Should be able to read at least one vector.");
 
                    do
                    {
                        Debug.Assert((nuint)pBuffer % Vector256.Size == 0, "Vector read should be aligned.");
                        if (Vector256.LoadAligned(pBuffer).ExtractMostSignificantBits() != 0)
                        {
                            break; // found non-ASCII data
                        }
 
                        pBuffer += Vector256.Size;
                    } while (pBuffer <= pFinalVectorReadPos);
 
                    // Adjust the remaining buffer length for the number of elements we just consumed.
 
                    bufferLength -= (nuint)pBuffer;
                    bufferLength += (nuint)pOriginalBuffer;
                }
            }
            else if (Vector128.IsHardwareAccelerated && bufferLength >= 2 * (uint)Vector128<byte>.Count)
            {
                if (!VectorContainsNonAsciiChar(Vector128.Load(pBuffer)))
                {
                    // The first several elements of the input buffer were ASCII. Bump up the pointer to the
                    // next aligned boundary, then perform aligned reads from here on out until we find non-ASCII
                    // data or we approach the end of the buffer. It's possible we'll reread data; this is ok.
 
                    byte* pFinalVectorReadPos = pBuffer + bufferLength - Vector128.Size;
                    pBuffer = (byte*)(((nuint)pBuffer + Vector128.Size) & ~(nuint)(Vector128.Size - 1));
 
#if DEBUG
                    long numBytesRead = pBuffer - pOriginalBuffer;
                    Debug.Assert(0 < numBytesRead && numBytesRead <= Vector128.Size, "We should've made forward progress of at least one byte.");
                    Debug.Assert((nuint)numBytesRead <= bufferLength, "We shouldn't have read past the end of the input buffer.");
#endif
 
                    Debug.Assert(pBuffer <= pFinalVectorReadPos, "Should be able to read at least one vector.");
 
                    do
                    {
                        Debug.Assert((nuint)pBuffer % Vector128.Size == 0, "Vector read should be aligned.");
                        if (VectorContainsNonAsciiChar(Vector128.LoadAligned(pBuffer)))
                        {
                            break; // found non-ASCII data
                        }
 
                        pBuffer += Vector128.Size;
                    } while (pBuffer <= pFinalVectorReadPos);
 
                    // Adjust the remaining buffer length for the number of elements we just consumed.
 
                    bufferLength -= (nuint)pBuffer;
                    bufferLength += (nuint)pOriginalBuffer;
                }
            }
#endif
 
            // At this point, the buffer length wasn't enough to perform a vectorized search, or we did perform
            // a vectorized search and encountered non-ASCII data. In either case go down a non-vectorized code
            // path to drain any remaining ASCII bytes.
            //
            // We're going to perform unaligned reads, so prefer 32-bit reads instead of 64-bit reads.
            // This also allows us to perform more optimized bit twiddling tricks to count the number of ASCII bytes.
 
            uint currentUInt32;
 
            // Try reading 64 bits at a time in a loop.
 
            for (; bufferLength >= 8; bufferLength -= 8)
            {
                currentUInt32 = Unsafe.ReadUnaligned<uint>(pBuffer);
                uint nextUInt32 = Unsafe.ReadUnaligned<uint>(pBuffer + 4);
 
                if (!AllBytesInUInt32AreAscii(currentUInt32 | nextUInt32))
                {
                    // One of these two values contains non-ASCII bytes.
                    // Figure out which one it is, then put it in 'current' so that we can drain the ASCII bytes.
 
                    if (AllBytesInUInt32AreAscii(currentUInt32))
                    {
                        currentUInt32 = nextUInt32;
                        pBuffer += 4;
                    }
 
                    goto FoundNonAsciiData;
                }
 
                pBuffer += 8; // consumed 8 ASCII bytes
            }
 
            // From this point forward we don't need to update bufferLength.
            // Try reading 32 bits.
 
            if ((bufferLength & 4) != 0)
            {
                currentUInt32 = Unsafe.ReadUnaligned<uint>(pBuffer);
                if (!AllBytesInUInt32AreAscii(currentUInt32))
                {
                    goto FoundNonAsciiData;
                }
 
                pBuffer += 4;
            }
 
            // Try reading 16 bits.
 
            if ((bufferLength & 2) != 0)
            {
                currentUInt32 = Unsafe.ReadUnaligned<ushort>(pBuffer);
                if (!AllBytesInUInt32AreAscii(currentUInt32))
                {
                    if (!BitConverter.IsLittleEndian)
                    {
                        currentUInt32 <<= 16;
                    }
                    goto FoundNonAsciiData;
                }
 
                pBuffer += 2;
            }
 
            // Try reading 8 bits
 
            if ((bufferLength & 1) != 0)
            {
                // If the buffer contains non-ASCII data, the comparison below will fail, and
                // we'll end up not incrementing the buffer reference.
 
                if (*(sbyte*)pBuffer >= 0)
                {
                    pBuffer++;
                }
            }
 
        Finish:
 
            nuint totalNumBytesRead = (nuint)pBuffer - (nuint)pOriginalBuffer;
            return totalNumBytesRead;
 
        FoundNonAsciiData:
 
            Debug.Assert(!AllBytesInUInt32AreAscii(currentUInt32), "Shouldn't have reached this point if we have an all-ASCII input.");
 
            // The method being called doesn't bother looking at whether the high byte is ASCII. There are only
            // two scenarios: (a) either one of the earlier bytes is not ASCII and the search terminates before
            // we get to the high byte; or (b) all of the earlier bytes are ASCII, so the high byte must be
            // non-ASCII. In both cases we only care about the low 24 bits.
 
            pBuffer += CountNumberOfLeadingAsciiBytesFromUInt32WithSomeNonAsciiData(currentUInt32);
            goto Finish;
        }
 
#if NET
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool ContainsNonAsciiByte_Sse2(uint sseMask)
        {
            Debug.Assert(sseMask != uint.MaxValue);
            Debug.Assert(Sse2.IsSupported);
            return sseMask != 0;
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool ContainsNonAsciiByte_AdvSimd(uint advSimdIndex)
        {
            Debug.Assert(advSimdIndex != uint.MaxValue);
            Debug.Assert(AdvSimd.IsSupported);
            return advSimdIndex < 16;
        }
 
        private static unsafe nuint GetIndexOfFirstNonAsciiByte_Intrinsified(byte* pBuffer, nuint bufferLength)
        {
            // JIT turns the below into constants
 
            uint SizeOfVector128 = (uint)sizeof(Vector128<byte>);
            nuint MaskOfAllBitsInVector128 = (nuint)(SizeOfVector128 - 1);
 
            Debug.Assert(Sse2.IsSupported || AdvSimd.Arm64.IsSupported, "Sse2 or AdvSimd64 required.");
            Debug.Assert(BitConverter.IsLittleEndian, "This SSE2/Arm64 implementation assumes little-endian.");
 
            Vector128<byte> bitmask = BitConverter.IsLittleEndian ?
                Vector128.Create((ushort)0x1001).AsByte() :
                Vector128.Create((ushort)0x0110).AsByte();
 
            uint currentSseMask = uint.MaxValue, secondSseMask = uint.MaxValue;
            uint currentAdvSimdIndex = uint.MaxValue, secondAdvSimdIndex = uint.MaxValue;
            byte* pOriginalBuffer = pBuffer;
 
            // This method is written such that control generally flows top-to-bottom, avoiding
            // jumps as much as possible in the optimistic case of a large enough buffer and
            // "all ASCII". If we see non-ASCII data, we jump out of the hot paths to targets
            // after all the main logic.
 
            if (bufferLength < SizeOfVector128)
            {
                goto InputBufferLessThanOneVectorInLength; // can't vectorize; drain primitives instead
            }
 
            // Read the first vector unaligned.
 
            if (Sse2.IsSupported)
            {
                currentSseMask = (uint)Sse2.MoveMask(Sse2.LoadVector128(pBuffer)); // unaligned load
                if (ContainsNonAsciiByte_Sse2(currentSseMask))
                {
                    goto FoundNonAsciiDataInCurrentChunk;
                }
            }
            else if (AdvSimd.Arm64.IsSupported)
            {
                currentAdvSimdIndex = (uint)GetIndexOfFirstNonAsciiByteInLane_AdvSimd(AdvSimd.LoadVector128(pBuffer), bitmask); // unaligned load
                if (ContainsNonAsciiByte_AdvSimd(currentAdvSimdIndex))
                {
                    goto FoundNonAsciiDataInCurrentChunk;
                }
            }
            else
            {
                throw new PlatformNotSupportedException();
            }
 
            // If we have less than 32 bytes to process, just go straight to the final unaligned
            // read. There's no need to mess with the loop logic in the middle of this method.
 
            if (bufferLength < 2 * SizeOfVector128)
            {
                goto IncrementCurrentOffsetBeforeFinalUnalignedVectorRead;
            }
 
            // Now adjust the read pointer so that future reads are aligned.
 
            pBuffer = (byte*)(((nuint)pBuffer + SizeOfVector128) & ~(nuint)MaskOfAllBitsInVector128);
 
#if DEBUG
            long numBytesRead = pBuffer - pOriginalBuffer;
            Debug.Assert(0 < numBytesRead && numBytesRead <= SizeOfVector128, "We should've made forward progress of at least one byte.");
            Debug.Assert((nuint)numBytesRead <= bufferLength, "We shouldn't have read past the end of the input buffer.");
#endif
 
            // Adjust the remaining length to account for what we just read.
 
            bufferLength += (nuint)pOriginalBuffer;
            bufferLength -= (nuint)pBuffer;
 
            // The buffer is now properly aligned.
            // Read 2 vectors at a time if possible.
 
            if (bufferLength >= 2 * SizeOfVector128)
            {
                byte* pFinalVectorReadPos = (byte*)((nuint)pBuffer + bufferLength - 2 * SizeOfVector128);
 
                // After this point, we no longer need to update the bufferLength value.
 
                do
                {
                    if (Sse2.IsSupported)
                    {
                        Vector128<byte> firstVector = Sse2.LoadAlignedVector128(pBuffer);
                        Vector128<byte> secondVector = Sse2.LoadAlignedVector128(pBuffer + SizeOfVector128);
 
                        currentSseMask = (uint)Sse2.MoveMask(firstVector);
                        secondSseMask = (uint)Sse2.MoveMask(secondVector);
                        if (ContainsNonAsciiByte_Sse2(currentSseMask | secondSseMask))
                        {
                            goto FoundNonAsciiDataInInnerLoop;
                        }
                    }
                    else if (AdvSimd.Arm64.IsSupported)
                    {
                        Vector128<byte> firstVector = AdvSimd.LoadVector128(pBuffer);
                        Vector128<byte> secondVector = AdvSimd.LoadVector128(pBuffer + SizeOfVector128);
 
                        currentAdvSimdIndex = (uint)GetIndexOfFirstNonAsciiByteInLane_AdvSimd(firstVector, bitmask);
                        secondAdvSimdIndex = (uint)GetIndexOfFirstNonAsciiByteInLane_AdvSimd(secondVector, bitmask);
                        if (ContainsNonAsciiByte_AdvSimd(currentAdvSimdIndex) || ContainsNonAsciiByte_AdvSimd(secondAdvSimdIndex))
                        {
                            goto FoundNonAsciiDataInInnerLoop;
                        }
                    }
                    else
                    {
                        throw new PlatformNotSupportedException();
                    }
 
                    pBuffer += 2 * SizeOfVector128;
                } while (pBuffer <= pFinalVectorReadPos);
            }
 
            // We have somewhere between 0 and (2 * vector length) - 1 bytes remaining to read from.
            // Since the above loop doesn't update bufferLength, we can't rely on its absolute value.
            // But we _can_ rely on it to tell us how much remaining data must be drained by looking
            // at what bits of it are set. This works because had we updated it within the loop above,
            // we would've been adding 2 * SizeOfVector128 on each iteration, but we only care about
            // bits which are less significant than those that the addition would've acted on.
 
            // If there is fewer than one vector length remaining, skip the next aligned read.
 
            if ((bufferLength & SizeOfVector128) == 0)
            {
                goto DoFinalUnalignedVectorRead;
            }
 
            // At least one full vector's worth of data remains, so we can safely read it.
            // Remember, at this point pBuffer is still aligned.
 
            if (Sse2.IsSupported)
            {
                currentSseMask = (uint)Sse2.MoveMask(Sse2.LoadAlignedVector128(pBuffer));
                if (ContainsNonAsciiByte_Sse2(currentSseMask))
                {
                    goto FoundNonAsciiDataInCurrentChunk;
                }
            }
            else if (AdvSimd.Arm64.IsSupported)
            {
                currentAdvSimdIndex = (uint)GetIndexOfFirstNonAsciiByteInLane_AdvSimd(AdvSimd.LoadVector128(pBuffer), bitmask);
                if (ContainsNonAsciiByte_AdvSimd(currentAdvSimdIndex))
                {
                    goto FoundNonAsciiDataInCurrentChunk;
                }
            }
            else
            {
                throw new PlatformNotSupportedException();
            }
 
        IncrementCurrentOffsetBeforeFinalUnalignedVectorRead:
 
            pBuffer += SizeOfVector128;
 
        DoFinalUnalignedVectorRead:
 
            if (((byte)bufferLength & MaskOfAllBitsInVector128) != 0)
            {
                // Perform an unaligned read of the last vector.
                // We need to adjust the pointer because we're re-reading data.
 
                pBuffer += (bufferLength & MaskOfAllBitsInVector128) - SizeOfVector128;
 
                if (Sse2.IsSupported)
                {
                    currentSseMask = (uint)Sse2.MoveMask(Sse2.LoadVector128(pBuffer)); // unaligned load
                    if (ContainsNonAsciiByte_Sse2(currentSseMask))
                    {
                        goto FoundNonAsciiDataInCurrentChunk;
                    }
 
                }
                else if (AdvSimd.Arm64.IsSupported)
                {
                    currentAdvSimdIndex = (uint)GetIndexOfFirstNonAsciiByteInLane_AdvSimd(AdvSimd.LoadVector128(pBuffer), bitmask); // unaligned load
                    if (ContainsNonAsciiByte_AdvSimd(currentAdvSimdIndex))
                    {
                        goto FoundNonAsciiDataInCurrentChunk;
                    }
 
                }
                else
                {
                    throw new PlatformNotSupportedException();
                }
 
                pBuffer += SizeOfVector128;
            }
 
        Finish:
            return (nuint)pBuffer - (nuint)pOriginalBuffer; // and we're done!
 
        FoundNonAsciiDataInInnerLoop:
 
            // If the current (first) mask isn't the mask that contains non-ASCII data, then it must
            // instead be the second mask. If so, skip the entire first mask and drain ASCII bytes
            // from the second mask.
 
            if (Sse2.IsSupported)
            {
                if (!ContainsNonAsciiByte_Sse2(currentSseMask))
                {
                    pBuffer += SizeOfVector128;
                    currentSseMask = secondSseMask;
                }
            }
            else if (AdvSimd.IsSupported)
            {
                if (!ContainsNonAsciiByte_AdvSimd(currentAdvSimdIndex))
                {
                    pBuffer += SizeOfVector128;
                    currentAdvSimdIndex = secondAdvSimdIndex;
                }
            }
            else
            {
                throw new PlatformNotSupportedException();
            }
        FoundNonAsciiDataInCurrentChunk:
 
 
            if (Sse2.IsSupported)
            {
                // The mask contains - from the LSB - a 0 for each ASCII byte we saw, and a 1 for each non-ASCII byte.
                // Tzcnt is the correct operation to count the number of zero bits quickly. If this instruction isn't
                // available, we'll fall back to a normal loop.
                Debug.Assert(ContainsNonAsciiByte_Sse2(currentSseMask), "Shouldn't be here unless we see non-ASCII data.");
                pBuffer += (uint)BitOperations.TrailingZeroCount(currentSseMask);
            }
            else if (AdvSimd.Arm64.IsSupported)
            {
                Debug.Assert(ContainsNonAsciiByte_AdvSimd(currentAdvSimdIndex), "Shouldn't be here unless we see non-ASCII data.");
                pBuffer += currentAdvSimdIndex;
            }
            else
            {
                throw new PlatformNotSupportedException();
            }
 
            goto Finish;
 
        FoundNonAsciiDataInCurrentDWord:
 
            uint currentDWord;
            Debug.Assert(!AllBytesInUInt32AreAscii(currentDWord), "Shouldn't be here unless we see non-ASCII data.");
            pBuffer += CountNumberOfLeadingAsciiBytesFromUInt32WithSomeNonAsciiData(currentDWord);
 
            goto Finish;
 
        InputBufferLessThanOneVectorInLength:
 
            // These code paths get hit if the original input length was less than one vector in size.
            // We can't perform vectorized reads at this point, so we'll fall back to reading primitives
            // directly. Note that all of these reads are unaligned.
 
            Debug.Assert(bufferLength < SizeOfVector128);
 
            // QWORD drain
 
            if ((bufferLength & 8) != 0)
            {
                if (UIntPtr.Size == sizeof(ulong))
                {
                    // If we can use 64-bit tzcnt to count the number of leading ASCII bytes, prefer it.
 
                    ulong candidateUInt64 = Unsafe.ReadUnaligned<ulong>(pBuffer);
                    if (!AllBytesInUInt64AreAscii(candidateUInt64))
                    {
                        // Clear everything but the high bit of each byte, then tzcnt.
                        // Remember to divide by 8 at the end to convert bit count to byte count.
 
                        candidateUInt64 &= UInt64HighBitsOnlyMask;
                        pBuffer += (nuint)(BitOperations.TrailingZeroCount(candidateUInt64) >> 3);
                        goto Finish;
                    }
                }
                else
                {
                    // If we can't use 64-bit tzcnt, no worries. We'll just do 2x 32-bit reads instead.
 
                    currentDWord = Unsafe.ReadUnaligned<uint>(pBuffer);
                    uint nextDWord = Unsafe.ReadUnaligned<uint>(pBuffer + 4);
 
                    if (!AllBytesInUInt32AreAscii(currentDWord | nextDWord))
                    {
                        // At least one of the values wasn't all-ASCII.
                        // We need to figure out which one it was and stick it in the currentMask local.
 
                        if (AllBytesInUInt32AreAscii(currentDWord))
                        {
                            currentDWord = nextDWord; // this one is the culprit
                            pBuffer += 4;
                        }
 
                        goto FoundNonAsciiDataInCurrentDWord;
                    }
                }
 
                pBuffer += 8; // successfully consumed 8 ASCII bytes
            }
 
            // DWORD drain
 
            if ((bufferLength & 4) != 0)
            {
                currentDWord = Unsafe.ReadUnaligned<uint>(pBuffer);
 
                if (!AllBytesInUInt32AreAscii(currentDWord))
                {
                    goto FoundNonAsciiDataInCurrentDWord;
                }
 
                pBuffer += 4; // successfully consumed 4 ASCII bytes
            }
 
            // WORD drain
            // (We movzx to a DWORD for ease of manipulation.)
 
            if ((bufferLength & 2) != 0)
            {
                currentDWord = Unsafe.ReadUnaligned<ushort>(pBuffer);
 
                if (!AllBytesInUInt32AreAscii(currentDWord))
                {
                    // We only care about the 0x0080 bit of the value. If it's not set, then we
                    // increment currentOffset by 1. If it's set, we don't increment it at all.
 
                    pBuffer += (nuint)((nint)(sbyte)currentDWord >> 7) + 1;
                    goto Finish;
                }
 
                pBuffer += 2; // successfully consumed 2 ASCII bytes
            }
 
            // BYTE drain
 
            if ((bufferLength & 1) != 0)
            {
                // sbyte has non-negative value if byte is ASCII.
 
                if (*(sbyte*)(pBuffer) >= 0)
                {
                    pBuffer++; // successfully consumed a single byte
                }
            }
 
            goto Finish;
        }
#endif
 
        /// <summary>
        /// Returns the index in <paramref name="pBuffer"/> where the first non-ASCII char is found.
        /// Returns <paramref name="bufferLength"/> if the buffer is empty or all-ASCII.
        /// </summary>
        /// <returns>An ASCII char is defined as 0x0000 - 0x007F, inclusive.</returns>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        internal static unsafe nuint GetIndexOfFirstNonAsciiChar(char* pBuffer, nuint bufferLength /* in chars */)
        {
            // If 256/512-bit aren't supported but SSE2/ASIMD is supported, use those specific intrinsics instead of
            // the generic vectorized code. This has two benefits: (a) we can take advantage of specific instructions
            // like pmovmskb which we know are optimized, and (b) we can avoid downclocking the processor while
            // this method is running.
 
#if NET
            if (!Vector512.IsHardwareAccelerated &&
                !Vector256.IsHardwareAccelerated &&
                (Sse2.IsSupported || AdvSimd.IsSupported))
            {
                return GetIndexOfFirstNonAsciiChar_Intrinsified(pBuffer, bufferLength);
            }
            else
#endif
            {
                // Handles Vector512, Vector256, Vector128, and scalar.
                return GetIndexOfFirstNonAsciiChar_Vector(pBuffer, bufferLength);
            }
        }
 
        private static unsafe nuint GetIndexOfFirstNonAsciiChar_Vector(char* pBuffer, nuint bufferLength /* in chars */)
        {
            // Squirrel away the original buffer reference.This method works by determining the exact
            // char reference where non-ASCII data begins, so we need this base value to perform the
            // final subtraction at the end of the method to get the index into the original buffer.
            char* pOriginalBuffer = pBuffer;
 
#if SYSTEM_PRIVATE_CORELIB
            Debug.Assert(bufferLength <= nuint.MaxValue / sizeof(char));
#endif
 
#if NET
            // Before we drain off char-by-char, try a generic vectorized loop.
            // Only run the loop if we have at least two vectors we can pull out.
            if (Vector512.IsHardwareAccelerated && bufferLength >= 2 * (uint)Vector512<ushort>.Count)
            {
                const uint SizeOfVector512InChars = Vector512.Size / sizeof(ushort);
 
                if (!VectorContainsNonAsciiChar(Vector512.Load((ushort*)pBuffer)))
                {
                    // The first several elements of the input buffer were ASCII. Bump up the pointer to the
                    // next aligned boundary, then perform aligned reads from here on out until we find non-ASCII
                    // data or we approach the end of the buffer. It's possible we'll reread data; this is ok.
 
                    char* pFinalVectorReadPos = pBuffer + bufferLength - SizeOfVector512InChars;
                    pBuffer = (char*)(((nuint)pBuffer + Vector512.Size) & ~(nuint)(Vector512.Size - 1));
 
#if DEBUG
                    long numCharsRead = pBuffer - pOriginalBuffer;
                    Debug.Assert(0 < numCharsRead && numCharsRead <= SizeOfVector512InChars, "We should've made forward progress of at least one char.");
                    Debug.Assert((nuint)numCharsRead <= bufferLength, "We shouldn't have read past the end of the input buffer.");
#endif
 
                    Debug.Assert(pBuffer <= pFinalVectorReadPos, "Should be able to read at least one vector.");
 
                    do
                    {
                        Debug.Assert((nuint)pBuffer % Vector512.Size == 0, "Vector read should be aligned.");
                        if (VectorContainsNonAsciiChar(Vector512.LoadAligned((ushort*)pBuffer)))
                        {
                            break; // found non-ASCII data
                        }
                        pBuffer += SizeOfVector512InChars;
                    } while (pBuffer <= pFinalVectorReadPos);
 
                    // Adjust the remaining buffer length for the number of elements we just consumed.
 
                    bufferLength -= ((nuint)pBuffer - (nuint)pOriginalBuffer) / sizeof(char);
                }
            }
            else if (Vector256.IsHardwareAccelerated && bufferLength >= 2 * (uint)Vector256<ushort>.Count)
            {
                const uint SizeOfVector256InChars = Vector256.Size / sizeof(ushort);
 
                if (!VectorContainsNonAsciiChar(Vector256.Load((ushort*)pBuffer)))
                {
                    // The first several elements of the input buffer were ASCII. Bump up the pointer to the
                    // next aligned boundary, then perform aligned reads from here on out until we find non-ASCII
                    // data or we approach the end of the buffer. It's possible we'll reread data; this is ok.
 
                    char* pFinalVectorReadPos = pBuffer + bufferLength - SizeOfVector256InChars;
                    pBuffer = (char*)(((nuint)pBuffer + Vector256.Size) & ~(nuint)(Vector256.Size - 1));
 
#if DEBUG
                    long numCharsRead = pBuffer - pOriginalBuffer;
                    Debug.Assert(0 < numCharsRead && numCharsRead <= SizeOfVector256InChars, "We should've made forward progress of at least one char.");
                    Debug.Assert((nuint)numCharsRead <= bufferLength, "We shouldn't have read past the end of the input buffer.");
#endif
 
                    Debug.Assert(pBuffer <= pFinalVectorReadPos, "Should be able to read at least one vector.");
 
                    do
                    {
                        Debug.Assert((nuint)pBuffer % Vector256.Size == 0, "Vector read should be aligned.");
                        if (VectorContainsNonAsciiChar(Vector256.LoadAligned((ushort*)pBuffer)))
                        {
                            break; // found non-ASCII data
                        }
                        pBuffer += SizeOfVector256InChars;
                    } while (pBuffer <= pFinalVectorReadPos);
 
                    // Adjust the remaining buffer length for the number of elements we just consumed.
 
                    bufferLength -= ((nuint)pBuffer - (nuint)pOriginalBuffer) / sizeof(char);
                }
            }
            else if (Vector128.IsHardwareAccelerated && bufferLength >= 2 * (uint)Vector128<ushort>.Count)
            {
                const uint SizeOfVector128InChars = Vector128.Size / sizeof(ushort); // JIT will make this a const
 
                if (!VectorContainsNonAsciiChar(Vector128.Load((ushort*)pBuffer)))
                {
                    // The first several elements of the input buffer were ASCII. Bump up the pointer to the
                    // next aligned boundary, then perform aligned reads from here on out until we find non-ASCII
                    // data or we approach the end of the buffer. It's possible we'll reread data; this is ok.
                    char* pFinalVectorReadPos = pBuffer + bufferLength - SizeOfVector128InChars;
                    pBuffer = (char*)(((nuint)pBuffer + Vector128.Size) & ~(nuint)(Vector128.Size - 1));
 
#if DEBUG
                    long numCharsRead = pBuffer - pOriginalBuffer;
                    Debug.Assert(0 < numCharsRead && numCharsRead <= SizeOfVector128InChars, "We should've made forward progress of at least one char.");
                    Debug.Assert((nuint)numCharsRead <= bufferLength, "We shouldn't have read past the end of the input buffer.");
#endif
 
                    Debug.Assert(pBuffer <= pFinalVectorReadPos, "Should be able to read at least one vector.");
 
                    do
                    {
                        Debug.Assert((nuint)pBuffer % Vector128.Size == 0, "Vector read should be aligned.");
                        if (VectorContainsNonAsciiChar(Vector128.LoadAligned((ushort*)pBuffer)))
                        {
                            break; // found non-ASCII data
                        }
                        pBuffer += SizeOfVector128InChars;
                    } while (pBuffer <= pFinalVectorReadPos);
 
                    // Adjust the remaining buffer length for the number of elements we just consumed.
 
                    bufferLength -= ((nuint)pBuffer - (nuint)pOriginalBuffer) / sizeof(char);
                }
            }
#endif
 
            // At this point, the buffer length wasn't enough to perform a vectorized search, or we did perform
            // a vectorized search and encountered non-ASCII data. In either case go down a non-vectorized code
            // path to drain any remaining ASCII chars.
            //
            // We're going to perform unaligned reads, so prefer 32-bit reads instead of 64-bit reads.
            // This also allows us to perform more optimized bit twiddling tricks to count the number of ASCII chars.
 
            uint currentUInt32;
 
            // Try reading 64 bits at a time in a loop.
 
            for (; bufferLength >= 4; bufferLength -= 4) // 64 bits = 4 * 16-bit chars
            {
                currentUInt32 = Unsafe.ReadUnaligned<uint>(pBuffer);
                uint nextUInt32 = Unsafe.ReadUnaligned<uint>(pBuffer + 4 / sizeof(char));
 
                if (!AllCharsInUInt32AreAscii(currentUInt32 | nextUInt32))
                {
                    // One of these two values contains non-ASCII chars.
                    // Figure out which one it is, then put it in 'current' so that we can drain the ASCII chars.
 
                    if (AllCharsInUInt32AreAscii(currentUInt32))
                    {
                        currentUInt32 = nextUInt32;
                        pBuffer += 2;
                    }
 
                    goto FoundNonAsciiData;
                }
 
                pBuffer += 4; // consumed 4 ASCII chars
            }
 
            // From this point forward we don't need to keep track of the remaining buffer length.
            // Try reading 32 bits.
 
            if ((bufferLength & 2) != 0) // 32 bits = 2 * 16-bit chars
            {
                currentUInt32 = Unsafe.ReadUnaligned<uint>(pBuffer);
                if (!AllCharsInUInt32AreAscii(currentUInt32))
                {
                    goto FoundNonAsciiData;
                }
 
                pBuffer += 2;
            }
 
            // Try reading 16 bits.
            // No need to try an 8-bit read after this since we're working with chars.
 
            if ((bufferLength & 1) != 0)
            {
                // If the buffer contains non-ASCII data, the comparison below will fail, and
                // we'll end up not incrementing the buffer reference.
 
                if (*pBuffer <= 0x007F)
                {
                    pBuffer++;
                }
            }
 
        Finish:
 
            nuint totalNumBytesRead = (nuint)pBuffer - (nuint)pOriginalBuffer;
            Debug.Assert(totalNumBytesRead % sizeof(char) == 0, "Total number of bytes read should be even since we're working with chars.");
            return totalNumBytesRead / sizeof(char); // convert byte count -> char count before returning
 
        FoundNonAsciiData:
 
            Debug.Assert(!AllCharsInUInt32AreAscii(currentUInt32), "Shouldn't have reached this point if we have an all-ASCII input.");
 
            // We don't bother looking at the second char - only the first char.
 
            if (FirstCharInUInt32IsAscii(currentUInt32))
            {
                pBuffer++;
            }
 
            goto Finish;
        }
 
#if NET
        private static unsafe nuint GetIndexOfFirstNonAsciiChar_Intrinsified(char* pBuffer, nuint bufferLength /* in chars */)
        {
            // This method contains logic optimized using vector instructions for both x64 and Arm64.
            // Much of the logic in this method will be elided by JIT once we determine which specific ISAs we support.
 
            // Quick check for empty inputs.
 
            if (bufferLength == 0)
            {
                return 0;
            }
 
            // JIT turns the below into constants
 
            uint SizeOfVector128InChars = Vector128.Size / sizeof(char);
 
            Debug.Assert(Sse2.IsSupported || AdvSimd.Arm64.IsSupported, "Should've been checked by caller.");
            Debug.Assert(BitConverter.IsLittleEndian, "This SSE2/Arm64 assumes little-endian.");
 
            Vector128<ushort> firstVector, secondVector;
            uint currentMask;
            char* pOriginalBuffer = pBuffer;
 
            if (bufferLength < SizeOfVector128InChars)
            {
                goto InputBufferLessThanOneVectorInLength; // can't vectorize; drain primitives instead
            }
 
            // This method is written such that control generally flows top-to-bottom, avoiding
            // jumps as much as possible in the optimistic case of "all ASCII". If we see non-ASCII
            // data, we jump out of the hot paths to targets at the end of the method.
 
#if SYSTEM_PRIVATE_CORELIB
            Debug.Assert(bufferLength <= nuint.MaxValue / sizeof(char));
#endif
 
            // Read the first vector unaligned.
 
            firstVector = Vector128.LoadUnsafe(ref *(ushort*)pBuffer);
            if (VectorContainsNonAsciiChar(firstVector))
            {
                goto FoundNonAsciiDataInFirstVector;
            }
 
            // If we have less than 32 bytes to process, just go straight to the final unaligned
            // read. There's no need to mess with the loop logic in the middle of this method.
 
            // Adjust the remaining length to account for what we just read.
            // For the remainder of this code path, bufferLength will be in bytes, not chars.
 
            bufferLength <<= 1; // chars to bytes
 
            if (bufferLength < 2 * Vector128.Size)
            {
                goto IncrementCurrentOffsetBeforeFinalUnalignedVectorRead;
            }
 
            // Now adjust the read pointer so that future reads are aligned.
 
            pBuffer = (char*)(((nuint)pBuffer + Vector128.Size) & ~(nuint)(Vector128.Size - 1));
 
#if DEBUG
            long numCharsRead = pBuffer - pOriginalBuffer;
            Debug.Assert(0 < numCharsRead && numCharsRead <= SizeOfVector128InChars, "We should've made forward progress of at least one char.");
            Debug.Assert((nuint)numCharsRead <= bufferLength, "We shouldn't have read past the end of the input buffer.");
#endif
 
            // Adjust remaining buffer length.
 
            nuint numBytesRead = ((nuint)pBuffer - (nuint)pOriginalBuffer);
            bufferLength -= numBytesRead;
 
            // The buffer is now properly aligned.
            // Read 2 vectors at a time if possible.
            if (bufferLength >= 2 * Vector128.Size)
            {
                char* pFinalVectorReadPos = (char*)((nuint)pBuffer + bufferLength - 2 * Vector128.Size);
 
                // After this point, we no longer need to update the bufferLength value.
                do
                {
 
                    firstVector = Vector128.LoadUnsafe(ref *(ushort*)pBuffer);
                    secondVector = Vector128.LoadUnsafe(ref *(ushort*)pBuffer, SizeOfVector128InChars);
                    Vector128<ushort> combinedVector = firstVector | secondVector;
 
                    if (VectorContainsNonAsciiChar(combinedVector))
                    {
                        goto FoundNonAsciiDataInFirstOrSecondVector;
                    }
 
                    pBuffer += 2 * SizeOfVector128InChars;
                } while (pBuffer <= pFinalVectorReadPos);
            }
 
            // We have somewhere between 0 and (2 * vector length) - 1 bytes remaining to read from.
            // Since the above loop doesn't update bufferLength, we can't rely on its absolute value.
            // But we _can_ rely on it to tell us how much remaining data must be drained by looking
            // at what bits of it are set. This works because had we updated it within the loop above,
            // we would've been adding 2 * SizeOfVector128 on each iteration, but we only care about
            // bits which are less significant than those that the addition would've acted on.
 
            // If there is fewer than one vector length remaining, skip the next aligned read.
            // Remember, at this point bufferLength is measured in bytes, not chars.
 
            if ((bufferLength & Vector128.Size) == 0)
            {
                goto DoFinalUnalignedVectorRead;
            }
 
            // At least one full vector's worth of data remains, so we can safely read it.
            // Remember, at this point pBuffer is still aligned.
 
            firstVector = Vector128.LoadUnsafe(ref *(ushort*)pBuffer);
            if (VectorContainsNonAsciiChar(firstVector))
            {
                goto FoundNonAsciiDataInFirstVector;
            }
 
        IncrementCurrentOffsetBeforeFinalUnalignedVectorRead:
 
            pBuffer += SizeOfVector128InChars;
 
        DoFinalUnalignedVectorRead:
 
            if (((byte)bufferLength & (Vector128.Size - 1)) != 0)
            {
                // Perform an unaligned read of the last vector.
                // We need to adjust the pointer because we're re-reading data.
 
                pBuffer = (char*)((byte*)pBuffer + (bufferLength & (Vector128.Size - 1)) - Vector128.Size);
                firstVector = Vector128.LoadUnsafe(ref *(ushort*)pBuffer);
                if (VectorContainsNonAsciiChar(firstVector))
                {
                    goto FoundNonAsciiDataInFirstVector;
                }
 
                pBuffer += SizeOfVector128InChars;
            }
 
        Finish:
 
            Debug.Assert(((nuint)pBuffer - (nuint)pOriginalBuffer) % 2 == 0, "Shouldn't have incremented any pointer by an odd byte count.");
            return ((nuint)pBuffer - (nuint)pOriginalBuffer) / sizeof(char); // and we're done! (remember to adjust for char count)
 
        FoundNonAsciiDataInFirstOrSecondVector:
 
            // We don't know if the first or the second vector contains non-ASCII data. Check the first
            // vector, and if that's all-ASCII then the second vector must be the culprit. Either way
            // we'll make sure the first vector local is the one that contains the non-ASCII data.
 
            if (VectorContainsNonAsciiChar(firstVector))
            {
                goto FoundNonAsciiDataInFirstVector;
            }
 
            // Wasn't the first vector; must be the second.
 
            pBuffer += SizeOfVector128InChars;
            firstVector = secondVector;
 
        FoundNonAsciiDataInFirstVector:
 
            if (Sse2.IsSupported)
            {
                // The operation below forces the 0x8000 bit of each WORD to be set iff the WORD element
                // has value >= 0x0800 (non-ASCII). Then we'll treat the vector as a BYTE vector in order
                // to extract the mask. Reminder: the 0x0080 bit of each WORD should be ignored.
                Vector128<ushort> asciiMaskForAddSaturate = Vector128.Create((ushort)0x7F80);
                const uint NonAsciiDataSeenMask = 0b_1010_1010_1010_1010; // used for determining whether 'currentMask' contains non-ASCII data
 
                currentMask = (uint)Sse2.MoveMask(Sse2.AddSaturate(firstVector, asciiMaskForAddSaturate).AsByte());
                currentMask &= NonAsciiDataSeenMask;
 
                // Now, the mask contains - from the LSB - a 0b00 pair for each ASCII char we saw, and a 0b10 pair for each non-ASCII char.
                //
                // (Keep endianness in mind in the below examples.)
                // A non-ASCII char followed by two ASCII chars is 0b..._00_00_10. (tzcnt = 1)
                // An ASCII char followed by two non-ASCII chars is 0b..._10_10_00. (tzcnt = 3)
                // Two ASCII chars followed by a non-ASCII char is 0b..._10_00_00. (tzcnt = 5)
                //
                // This means tzcnt = 2 * numLeadingAsciiChars + 1. We can conveniently take advantage of the fact
                // that the 2x multiplier already matches the char* stride length, then just subtract 1 at the end to
                // compute the correct final ending pointer value.
 
                Debug.Assert(currentMask != 0, "Shouldn't be here unless we see non-ASCII data.");
                pBuffer = (char*)((byte*)pBuffer + (uint)BitOperations.TrailingZeroCount(currentMask) - 1);
            }
            else if (AdvSimd.Arm64.IsSupported)
            {
                // The following operation sets all the bits in a WORD to 1 where a non-ASCII char is found (otherwise to 0)
                // in the vector. Then narrow each char to a byte by taking its top byte. Now the bottom-half (64-bits)
                // of the vector contains 0xFFFF for non-ASCII and 0x0000 for ASCII char. We then find the index of the
                // first non-ASCII char by counting number of trailing zeros representing ASCII chars before it.
 
                Vector128<ushort> largestAsciiValue = Vector128.Create((ushort)0x007F);
                Vector128<byte> compareResult = AdvSimd.CompareGreaterThan(firstVector, largestAsciiValue).AsByte();
                ulong asciiCompareMask = AdvSimd.Arm64.UnzipOdd(compareResult, compareResult).AsUInt64().ToScalar();
                // Compare mask now contains 8 bits for each 16-bit char. Divide it by 8 to get to the first non-ASCII byte.
                pBuffer += BitOperations.TrailingZeroCount(asciiCompareMask) >> 3;
            }
            else
            {
                throw new PlatformNotSupportedException();
            }
            goto Finish;
 
        FoundNonAsciiDataInCurrentDWord:
 
            uint currentDWord;
            Debug.Assert(!AllCharsInUInt32AreAscii(currentDWord), "Shouldn't be here unless we see non-ASCII data.");
 
            if (FirstCharInUInt32IsAscii(currentDWord))
            {
                pBuffer++; // skip past the ASCII char
            }
 
            goto Finish;
 
        InputBufferLessThanOneVectorInLength:
 
            // These code paths get hit if the original input length was less than one vector in size.
            // We can't perform vectorized reads at this point, so we'll fall back to reading primitives
            // directly. Note that all of these reads are unaligned.
 
            // Reminder: If this code path is hit, bufferLength is still a char count, not a byte count.
            // We skipped the code path that multiplied the count by sizeof(char).
 
            Debug.Assert(bufferLength < SizeOfVector128InChars);
 
            // QWORD drain
 
            if ((bufferLength & 4) != 0)
            {
                if (UIntPtr.Size == sizeof(ulong))
                {
                    // If we can use 64-bit tzcnt to count the number of leading ASCII chars, prefer it.
 
                    ulong candidateUInt64 = Unsafe.ReadUnaligned<ulong>(pBuffer);
                    if (!AllCharsInUInt64AreAscii(candidateUInt64))
                    {
                        // Clear the low 7 bits (the ASCII bits) of each char, then tzcnt.
                        // Remember to divide by 8 at the end to convert bit count to byte count,
                        // then the & ~1 at the end to treat a match in the high byte of
                        // any char the same as a match in the low byte of that same char.
 
                        candidateUInt64 &= 0xFF80FF80_FF80FF80ul;
                        pBuffer = (char*)((byte*)pBuffer + ((nuint)(BitOperations.TrailingZeroCount(candidateUInt64) >> 3) & ~(nuint)1));
                        goto Finish;
                    }
                }
                else
                {
                    // If we can't use 64-bit tzcnt, no worries. We'll just do 2x 32-bit reads instead.
 
                    currentDWord = Unsafe.ReadUnaligned<uint>(pBuffer);
                    uint nextDWord = Unsafe.ReadUnaligned<uint>(pBuffer + 4 / sizeof(char));
 
                    if (!AllCharsInUInt32AreAscii(currentDWord | nextDWord))
                    {
                        // At least one of the values wasn't all-ASCII.
                        // We need to figure out which one it was and stick it in the currentMask local.
 
                        if (AllCharsInUInt32AreAscii(currentDWord))
                        {
                            currentDWord = nextDWord; // this one is the culprit
                            pBuffer += 4 / sizeof(char);
                        }
 
                        goto FoundNonAsciiDataInCurrentDWord;
                    }
                }
 
                pBuffer += 4; // successfully consumed 4 ASCII chars
            }
 
            // DWORD drain
 
            if ((bufferLength & 2) != 0)
            {
                currentDWord = Unsafe.ReadUnaligned<uint>(pBuffer);
 
                if (!AllCharsInUInt32AreAscii(currentDWord))
                {
                    goto FoundNonAsciiDataInCurrentDWord;
                }
 
                pBuffer += 2; // successfully consumed 2 ASCII chars
            }
 
            // WORD drain
            // This is the final drain; there's no need for a BYTE drain since our elemental type is 16-bit char.
 
            if ((bufferLength & 1) != 0)
            {
                if (*pBuffer <= 0x007F)
                {
                    pBuffer++; // successfully consumed a single char
                }
            }
 
            goto Finish;
        }
#endif
 
        /// <summary>
        /// Given a QWORD which represents a buffer of 4 ASCII chars in machine-endian order,
        /// narrows each WORD to a BYTE, then writes the 4-byte result to the output buffer
        /// also in machine-endian order.
        /// </summary>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static void NarrowFourUtf16CharsToAsciiAndWriteToBuffer(ref byte outputBuffer, ulong value)
        {
            Debug.Assert(AllCharsInUInt64AreAscii(value));
 
#if NET
            if (Sse2.X64.IsSupported)
            {
                // Narrows a vector of words [ w0 w1 w2 w3 ] to a vector of bytes
                // [ b0 b1 b2 b3 b0 b1 b2 b3 ], then writes 4 bytes (32 bits) to the destination.
 
                Vector128<short> vecWide = Sse2.X64.ConvertScalarToVector128UInt64(value).AsInt16();
                Vector128<uint> vecNarrow = Sse2.PackUnsignedSaturate(vecWide, vecWide).AsUInt32();
                Unsafe.WriteUnaligned(ref outputBuffer, Sse2.ConvertToUInt32(vecNarrow));
            }
            else if (AdvSimd.IsSupported)
            {
                // Narrows a vector of words [ w0 w1 w2 w3 ] to a vector of bytes
                // [ b0 b1 b2 b3 * * * * ], then writes 4 bytes (32 bits) to the destination.
 
                Vector128<short> vecWide = Vector128.CreateScalarUnsafe(value).AsInt16();
                Vector64<byte> lower = AdvSimd.ExtractNarrowingSaturateUnsignedLower(vecWide);
                Unsafe.WriteUnaligned(ref outputBuffer, lower.AsUInt32().ToScalar());
            }
            else
#endif
            {
                if (BitConverter.IsLittleEndian)
                {
                    outputBuffer = (byte)value;
                    value >>= 16;
                    Unsafe.Add(ref outputBuffer, 1) = (byte)value;
                    value >>= 16;
                    Unsafe.Add(ref outputBuffer, 2) = (byte)value;
                    value >>= 16;
                    Unsafe.Add(ref outputBuffer, 3) = (byte)value;
                }
                else
                {
                    Unsafe.Add(ref outputBuffer, 3) = (byte)value;
                    value >>= 16;
                    Unsafe.Add(ref outputBuffer, 2) = (byte)value;
                    value >>= 16;
                    Unsafe.Add(ref outputBuffer, 1) = (byte)value;
                    value >>= 16;
                    outputBuffer = (byte)value;
                }
            }
        }
 
        /// <summary>
        /// Given a DWORD which represents a buffer of 2 ASCII chars in machine-endian order,
        /// narrows each WORD to a BYTE, then writes the 2-byte result to the output buffer also in
        /// machine-endian order.
        /// </summary>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static void NarrowTwoUtf16CharsToAsciiAndWriteToBuffer(ref byte outputBuffer, uint value)
        {
            Debug.Assert(AllCharsInUInt32AreAscii(value));
 
            if (BitConverter.IsLittleEndian)
            {
                outputBuffer = (byte)value;
                Unsafe.Add(ref outputBuffer, 1) = (byte)(value >> 16);
            }
            else
            {
                Unsafe.Add(ref outputBuffer, 1) = (byte)value;
                outputBuffer = (byte)(value >> 16);
            }
        }
 
        /// <summary>
        /// Copies as many ASCII characters (U+0000..U+007F) as possible from <paramref name="pUtf16Buffer"/>
        /// to <paramref name="pAsciiBuffer"/>, stopping when the first non-ASCII character is encountered
        /// or once <paramref name="elementCount"/> elements have been converted. Returns the total number
        /// of elements that were able to be converted.
        /// </summary>
        internal static unsafe nuint NarrowUtf16ToAscii(char* pUtf16Buffer, byte* pAsciiBuffer, nuint elementCount)
        {
            nuint currentOffset = 0;
 
            uint utf16Data32BitsHigh = 0, utf16Data32BitsLow = 0;
            ulong utf16Data64Bits = 0;
 
#if NET
            if (BitConverter.IsLittleEndian && Vector128.IsHardwareAccelerated && elementCount >= 2 * (uint)Vector128<byte>.Count)
            {
                // Since there's overhead to setting up the vectorized code path, we only want to
                // call into it after a quick probe to ensure the next immediate characters really are ASCII.
                // If we see non-ASCII data, we'll jump immediately to the draining logic at the end of the method.
 
                if (IntPtr.Size >= 8)
                {
                    utf16Data64Bits = Unsafe.ReadUnaligned<ulong>(pUtf16Buffer);
                    if (!AllCharsInUInt64AreAscii(utf16Data64Bits))
                    {
                        goto FoundNonAsciiDataIn64BitRead;
                    }
                }
                else
                {
                    utf16Data32BitsHigh = Unsafe.ReadUnaligned<uint>(pUtf16Buffer);
                    utf16Data32BitsLow = Unsafe.ReadUnaligned<uint>(pUtf16Buffer + 4 / sizeof(char));
                    if (!AllCharsInUInt32AreAscii(utf16Data32BitsHigh | utf16Data32BitsLow))
                    {
                        goto FoundNonAsciiDataIn64BitRead;
                    }
                }
                if (Vector512.IsHardwareAccelerated && elementCount >= 2 * (uint)Vector512<byte>.Count)
                {
                    currentOffset = NarrowUtf16ToAscii_Intrinsified_512(pUtf16Buffer, pAsciiBuffer, elementCount);
                }
                else if (Vector256.IsHardwareAccelerated && elementCount >= 2 * (uint)Vector256<byte>.Count)
                {
                    currentOffset = NarrowUtf16ToAscii_Intrinsified_256(pUtf16Buffer, pAsciiBuffer, elementCount);
                }
                else
                {
                    currentOffset = NarrowUtf16ToAscii_Intrinsified(pUtf16Buffer, pAsciiBuffer, elementCount);
                }
            }
#endif
 
            Debug.Assert(currentOffset <= elementCount);
            nuint remainingElementCount = elementCount - currentOffset;
 
            // Try to narrow 64 bits -> 32 bits at a time.
            // We needn't update remainingElementCount after this point.
 
            if (remainingElementCount >= 4)
            {
                nuint finalOffsetWhereCanLoop = currentOffset + remainingElementCount - 4;
                do
                {
                    if (IntPtr.Size >= 8)
                    {
                        // Only perform QWORD reads on a 64-bit platform.
                        utf16Data64Bits = Unsafe.ReadUnaligned<ulong>(pUtf16Buffer + currentOffset);
                        if (!AllCharsInUInt64AreAscii(utf16Data64Bits))
                        {
                            goto FoundNonAsciiDataIn64BitRead;
                        }
 
                        NarrowFourUtf16CharsToAsciiAndWriteToBuffer(ref pAsciiBuffer[currentOffset], utf16Data64Bits);
                    }
                    else
                    {
                        utf16Data32BitsHigh = Unsafe.ReadUnaligned<uint>(pUtf16Buffer + currentOffset);
                        utf16Data32BitsLow = Unsafe.ReadUnaligned<uint>(pUtf16Buffer + currentOffset + 4 / sizeof(char));
                        if (!AllCharsInUInt32AreAscii(utf16Data32BitsHigh | utf16Data32BitsLow))
                        {
                            goto FoundNonAsciiDataIn64BitRead;
                        }
 
                        NarrowTwoUtf16CharsToAsciiAndWriteToBuffer(ref pAsciiBuffer[currentOffset], utf16Data32BitsHigh);
                        NarrowTwoUtf16CharsToAsciiAndWriteToBuffer(ref pAsciiBuffer[currentOffset + 2], utf16Data32BitsLow);
                    }
 
                    currentOffset += 4;
                } while (currentOffset <= finalOffsetWhereCanLoop);
            }
 
            // Try to narrow 32 bits -> 16 bits.
 
            if (((uint)remainingElementCount & 2) != 0)
            {
                utf16Data32BitsHigh = Unsafe.ReadUnaligned<uint>(pUtf16Buffer + currentOffset);
                if (!AllCharsInUInt32AreAscii(utf16Data32BitsHigh))
                {
                    goto FoundNonAsciiDataInHigh32Bits;
                }
 
                NarrowTwoUtf16CharsToAsciiAndWriteToBuffer(ref pAsciiBuffer[currentOffset], utf16Data32BitsHigh);
                currentOffset += 2;
            }
 
            // Try to narrow 16 bits -> 8 bits.
 
            if (((uint)remainingElementCount & 1) != 0)
            {
                utf16Data32BitsHigh = pUtf16Buffer[currentOffset];
                if (utf16Data32BitsHigh <= 0x007Fu)
                {
                    pAsciiBuffer[currentOffset] = (byte)utf16Data32BitsHigh;
                    currentOffset++;
                }
            }
 
        Finish:
 
            return currentOffset;
 
        FoundNonAsciiDataIn64BitRead:
 
            if (IntPtr.Size >= 8)
            {
                // Try checking the first 32 bits of the buffer for non-ASCII data.
                // Regardless, we'll move the non-ASCII data into the utf16Data32BitsHigh local.
 
                if (BitConverter.IsLittleEndian)
                {
                    utf16Data32BitsHigh = (uint)utf16Data64Bits;
                }
                else
                {
                    utf16Data32BitsHigh = (uint)(utf16Data64Bits >> 32);
                }
 
                if (AllCharsInUInt32AreAscii(utf16Data32BitsHigh))
                {
                    NarrowTwoUtf16CharsToAsciiAndWriteToBuffer(ref pAsciiBuffer[currentOffset], utf16Data32BitsHigh);
 
                    if (BitConverter.IsLittleEndian)
                    {
                        utf16Data32BitsHigh = (uint)(utf16Data64Bits >> 32);
                    }
                    else
                    {
                        utf16Data32BitsHigh = (uint)utf16Data64Bits;
                    }
 
                    currentOffset += 2;
                }
            }
            else
            {
                // Need to determine if the high or the low 32-bit value contained non-ASCII data.
                // Regardless, we'll move the non-ASCII data into the utf16Data32BitsHigh local.
 
                if (AllCharsInUInt32AreAscii(utf16Data32BitsHigh))
                {
                    NarrowTwoUtf16CharsToAsciiAndWriteToBuffer(ref pAsciiBuffer[currentOffset], utf16Data32BitsHigh);
                    utf16Data32BitsHigh = utf16Data32BitsLow;
                    currentOffset += 2;
                }
            }
 
        FoundNonAsciiDataInHigh32Bits:
 
            Debug.Assert(!AllCharsInUInt32AreAscii(utf16Data32BitsHigh), "Shouldn't have reached this point if we have an all-ASCII input.");
 
            // There's at most one char that needs to be drained.
 
            if (FirstCharInUInt32IsAscii(utf16Data32BitsHigh))
            {
                if (!BitConverter.IsLittleEndian)
                {
                    utf16Data32BitsHigh >>= 16; // move high char down to low char
                }
 
                pAsciiBuffer[currentOffset] = (byte)utf16Data32BitsHigh;
                currentOffset++;
            }
 
            goto Finish;
        }
 
#if NET
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool VectorContainsNonAsciiChar(Vector128<byte> asciiVector)
        {
            // max ASCII character is 0b_0111_1111, so the most significant bit (0x80) tells whether it contains non ascii
 
            // For performance, prefer architecture specific implementation
            if (Sse41.IsSupported)
            {
                return (asciiVector & Vector128.Create((byte)0x80)) != Vector128<byte>.Zero;
            }
            else if (AdvSimd.Arm64.IsSupported)
            {
                Vector128<byte> maxBytes = AdvSimd.Arm64.MaxPairwise(asciiVector, asciiVector);
                return (maxBytes.AsUInt64().ToScalar() & 0x8080808080808080) != 0;
            }
            else
            {
                return asciiVector.ExtractMostSignificantBits() != 0;
            }
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        internal static bool VectorContainsNonAsciiChar(Vector128<ushort> utf16Vector)
        {
            // For performance, prefer architecture specific implementation
            if (Sse41.IsSupported)
            {
                const ushort asciiMask = ushort.MaxValue - 127; // 0xFF80
                Vector128<ushort> zeroIsAscii = utf16Vector & Vector128.Create(asciiMask);
                // If a non-ASCII bit is set in any WORD of the vector, we have seen non-ASCII data.
                return zeroIsAscii != Vector128<ushort>.Zero;
            }
            else if (Sse2.IsSupported)
            {
                Vector128<ushort> asciiMaskForAddSaturate = Vector128.Create((ushort)0x7F80);
                // The operation below forces the 0x8000 bit of each WORD to be set iff the WORD element
                // has value >= 0x0800 (non-ASCII). Then we'll treat the vector as a BYTE vector in order
                // to extract the mask. Reminder: the 0x0080 bit of each WORD should be ignored.
                return (Sse2.MoveMask(Sse2.AddSaturate(utf16Vector, asciiMaskForAddSaturate).AsByte()) & 0b_1010_1010_1010_1010) != 0;
            }
            else if (AdvSimd.Arm64.IsSupported)
            {
                // First we pick four chars, a larger one from all four pairs of adjecent chars in the vector.
                // If any of those four chars has a non-ASCII bit set, we have seen non-ASCII data.
                Vector128<ushort> maxChars = AdvSimd.Arm64.MaxPairwise(utf16Vector, utf16Vector);
                return (maxChars.AsUInt64().ToScalar() & 0xFF80FF80FF80FF80) != 0;
            }
            else
            {
                const ushort asciiMask = ushort.MaxValue - 127; // 0xFF80
                Vector128<ushort> zeroIsAscii = utf16Vector & Vector128.Create(asciiMask);
                // If a non-ASCII bit is set in any WORD of the vector, we have seen non-ASCII data.
                return zeroIsAscii != Vector128<ushort>.Zero;
            }
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        internal static bool VectorContainsNonAsciiChar(Vector256<ushort> utf16Vector)
        {
            const ushort asciiMask = ushort.MaxValue - 127; // 0xFF80
            Vector256<ushort> zeroIsAscii = utf16Vector & Vector256.Create(asciiMask);
            // If a non-ASCII bit is set in any WORD of the vector, we have seen non-ASCII data.
            return zeroIsAscii != Vector256<ushort>.Zero;
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        internal static bool VectorContainsNonAsciiChar(Vector512<ushort> utf16Vector)
        {
            const ushort asciiMask = ushort.MaxValue - 127; // 0xFF80
            Vector512<ushort> zeroIsAscii = utf16Vector & Vector512.Create(asciiMask);
            // If a non-ASCII bit is set in any WORD of the vector, we have seen non-ASCII data.
            return zeroIsAscii != Vector512<ushort>.Zero;
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool VectorContainsNonAsciiChar<T>(Vector128<T> vector)
            where T : unmanaged
        {
            Debug.Assert(typeof(T) == typeof(byte) || typeof(T) == typeof(ushort));
 
            return typeof(T) == typeof(byte)
                ? VectorContainsNonAsciiChar(vector.AsByte())
                : VectorContainsNonAsciiChar(vector.AsUInt16());
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool AllCharsInVectorAreAscii<T>(Vector128<T> vector)
            where T : unmanaged
        {
            Debug.Assert(typeof(T) == typeof(byte) || typeof(T) == typeof(ushort));
 
            // This is a copy of VectorContainsNonAsciiChar with an inverted condition.
            if (typeof(T) == typeof(byte))
            {
                return
                    Sse41.IsSupported ? (vector.AsByte() & Vector128.Create((byte)0x80)) == Vector128<byte>.Zero :
                    AdvSimd.Arm64.IsSupported ? AllBytesInUInt64AreAscii(AdvSimd.Arm64.MaxPairwise(vector.AsByte(), vector.AsByte()).AsUInt64().ToScalar()) :
                    vector.AsByte().ExtractMostSignificantBits() == 0;
            }
            else
            {
                return
                    AdvSimd.Arm64.IsSupported ? AllCharsInUInt64AreAscii(AdvSimd.Arm64.MaxPairwise(vector.AsUInt16(), vector.AsUInt16()).AsUInt64().ToScalar()) :
                    (vector.AsUInt16() & Vector128.Create((ushort)0xFF80)) == Vector128<ushort>.Zero;
            }
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        [CompExactlyDependsOn(typeof(Avx))]
        private static bool AllCharsInVectorAreAscii<T>(Vector256<T> vector)
            where T : unmanaged
        {
            Debug.Assert(typeof(T) == typeof(byte) || typeof(T) == typeof(ushort));
 
            if (typeof(T) == typeof(byte))
            {
                return
                    Avx.IsSupported ? (vector.AsByte() & Vector256.Create((byte)0x80)) == Vector256<byte>.Zero:
                    vector.AsByte().ExtractMostSignificantBits() == 0;
            }
            else
            {
                return (vector.AsUInt16() & Vector256.Create((ushort)0xFF80)) == Vector256<ushort>.Zero;
            }
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool AllCharsInVectorAreAscii<T>(Vector512<T> vector)
            where T : unmanaged
        {
            Debug.Assert(typeof(T) == typeof(byte) || typeof(T) == typeof(ushort));
 
            if (typeof(T) == typeof(byte))
            {
                return vector.AsByte().ExtractMostSignificantBits() == 0;
            }
            else
            {
                return (vector.AsUInt16() & Vector512.Create((ushort)0xFF80)) == Vector512<ushort>.Zero;
            }
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        internal static Vector128<byte> ExtractAsciiVector(Vector128<ushort> vectorFirst, Vector128<ushort> vectorSecond)
        {
            // Narrows two vectors of words [ w7 w6 w5 w4 w3 w2 w1 w0 ] and [ w7' w6' w5' w4' w3' w2' w1' w0' ]
            // to a vector of bytes [ b7 ... b0 b7' ... b0'].
 
            // prefer architecture specific intrinsic as they don't perform additional AND like Vector128.Narrow does
            if (Sse2.IsSupported)
            {
                return Sse2.PackUnsignedSaturate(vectorFirst.AsInt16(), vectorSecond.AsInt16());
            }
            else if (AdvSimd.Arm64.IsSupported)
            {
                return AdvSimd.Arm64.UnzipEven(vectorFirst.AsByte(), vectorSecond.AsByte());
            }
            else if (PackedSimd.IsSupported)
            {
                return PackedSimd.ConvertNarrowingSaturateUnsigned(vectorFirst.AsInt16(), vectorSecond.AsInt16());
            }
            else
            {
                return Vector128.Narrow(vectorFirst, vectorSecond);
            }
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        internal static Vector256<byte> ExtractAsciiVector(Vector256<ushort> vectorFirst, Vector256<ushort> vectorSecond)
        {
            return Avx2.IsSupported
                ? PackedSpanHelpers.FixUpPackedVector256Result(Avx2.PackUnsignedSaturate(vectorFirst.AsInt16(), vectorSecond.AsInt16()))
                : Vector256.Narrow(vectorFirst, vectorSecond);
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        internal static Vector512<byte> ExtractAsciiVector(Vector512<ushort> vectorFirst, Vector512<ushort> vectorSecond)
        {
            return Avx512BW.IsSupported
                ? PackedSpanHelpers.FixUpPackedVector512Result(Avx512BW.PackUnsignedSaturate(vectorFirst.AsInt16(), vectorSecond.AsInt16()))
                : Vector512.Narrow(vectorFirst, vectorSecond);
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static unsafe nuint NarrowUtf16ToAscii_Intrinsified(char* pUtf16Buffer, byte* pAsciiBuffer, nuint elementCount)
        {
            // This method contains logic optimized using vector instructions for both x64 and Arm64.
            // Much of the logic in this method will be elided by JIT once we determine which specific ISAs we support.
 
            // JIT turns the below into constants
 
            uint SizeOfVector128 = (uint)Vector128<byte>.Count;
            nuint MaskOfAllBitsInVector128 = (nuint)(SizeOfVector128 - 1);
 
            // This method is written such that control generally flows top-to-bottom, avoiding
            // jumps as much as possible in the optimistic case of "all ASCII". If we see non-ASCII
            // data, we jump out of the hot paths to targets at the end of the method.
 
            Debug.Assert(Vector128.IsHardwareAccelerated, "Vector128 is required.");
            Debug.Assert(BitConverter.IsLittleEndian, "This implementation assumes little-endian.");
            Debug.Assert(elementCount >= 2 * SizeOfVector128);
 
            // First, perform an unaligned read of the first part of the input buffer.
            ref ushort utf16Buffer = ref *(ushort*)pUtf16Buffer;
            Vector128<ushort> utf16VectorFirst = Vector128.LoadUnsafe(ref utf16Buffer);
 
            // If there's non-ASCII data in the first 8 elements of the vector, there's nothing we can do.
            if (VectorContainsNonAsciiChar(utf16VectorFirst))
            {
                return 0;
            }
 
            // Turn the 8 ASCII chars we just read into 8 ASCII bytes, then copy it to the destination.
 
            ref byte asciiBuffer = ref *pAsciiBuffer;
            Vector128<byte> asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorFirst);
            asciiVector.StoreLowerUnsafe(ref asciiBuffer, 0);
            nuint currentOffsetInElements = SizeOfVector128 / 2; // we processed 8 elements so far
 
            // We're going to get the best performance when we have aligned writes, so we'll take the
            // hit of potentially unaligned reads in order to hit this sweet spot.
 
            // pAsciiBuffer points to the start of the destination buffer, immediately before where we wrote
            // the 8 bytes previously. If the 0x08 bit is set at the pinned address, then the 8 bytes we wrote
            // previously mean that the 0x08 bit is *not* set at address &pAsciiBuffer[SizeOfVector128 / 2]. In
            // that case we can immediately back up to the previous aligned boundary and start the main loop.
            // If the 0x08 bit is *not* set at the pinned address, then it means the 0x08 bit *is* set at
            // address &pAsciiBuffer[SizeOfVector128 / 2], and we should perform one more 8-byte write to bump
            // just past the next aligned boundary address.
 
            if (((uint)pAsciiBuffer & (SizeOfVector128 / 2)) == 0)
            {
                // We need to perform one more partial vector write before we can get the alignment we want.
 
                utf16VectorFirst = Vector128.LoadUnsafe(ref utf16Buffer, currentOffsetInElements);
 
                if (VectorContainsNonAsciiChar(utf16VectorFirst))
                {
                    goto Finish;
                }
 
                // Turn the 8 ASCII chars we just read into 8 ASCII bytes, then copy it to the destination.
                asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorFirst);
                asciiVector.StoreLowerUnsafe(ref asciiBuffer, currentOffsetInElements);
            }
 
            // Calculate how many elements we wrote in order to get pAsciiBuffer to its next alignment
            // point, then use that as the base offset going forward.
 
            currentOffsetInElements = SizeOfVector128 - ((nuint)pAsciiBuffer & MaskOfAllBitsInVector128);
 
            Debug.Assert(0 < currentOffsetInElements && currentOffsetInElements <= SizeOfVector128, "We wrote at least 1 byte but no more than a whole vector.");
            Debug.Assert(currentOffsetInElements <= elementCount, "Shouldn't have overrun the destination buffer.");
            Debug.Assert(elementCount - currentOffsetInElements >= SizeOfVector128, "We should be able to run at least one whole vector.");
 
            nuint finalOffsetWhereCanRunLoop = elementCount - SizeOfVector128;
            do
            {
                // In a loop, perform two unaligned reads, narrow to a single vector, then aligned write one vector.
 
                utf16VectorFirst = Vector128.LoadUnsafe(ref utf16Buffer, currentOffsetInElements);
                Vector128<ushort> utf16VectorSecond = Vector128.LoadUnsafe(ref utf16Buffer, currentOffsetInElements + SizeOfVector128 / sizeof(short));
                Vector128<ushort> combinedVector = utf16VectorFirst | utf16VectorSecond;
 
                if (VectorContainsNonAsciiChar(combinedVector))
                {
                    goto FoundNonAsciiDataInLoop;
                }
 
                // Build up the ASCII vector and perform the store.
 
                Debug.Assert(((nuint)pAsciiBuffer + currentOffsetInElements) % SizeOfVector128 == 0, "Write should be aligned.");
                asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorSecond);
                asciiVector.StoreUnsafe(ref asciiBuffer, currentOffsetInElements);
 
                currentOffsetInElements += SizeOfVector128;
            } while (currentOffsetInElements <= finalOffsetWhereCanRunLoop);
 
        Finish:
 
            // There might be some ASCII data left over. That's fine - we'll let our caller handle the final drain.
            return currentOffsetInElements;
 
        FoundNonAsciiDataInLoop:
 
            // Can we at least narrow the high vector?
            // See comments in GetIndexOfFirstNonAsciiChar_Intrinsified for information about how this works.
            if (VectorContainsNonAsciiChar(utf16VectorFirst))
            {
                goto Finish;
            }
 
            // First part was all ASCII, narrow and aligned write. Note we're only filling in the low half of the vector.
 
            Debug.Assert(((nuint)pAsciiBuffer + currentOffsetInElements) % sizeof(ulong) == 0, "Destination should be ulong-aligned.");
            asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorFirst);
            asciiVector.StoreLowerUnsafe(ref asciiBuffer, currentOffsetInElements);
            currentOffsetInElements += SizeOfVector128 / 2;
 
            goto Finish;
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static unsafe nuint NarrowUtf16ToAscii_Intrinsified_256(char* pUtf16Buffer, byte* pAsciiBuffer, nuint elementCount)
        {
            // This method contains logic optimized using vector instructions for x64 only.
            // Much of the logic in this method will be elided by JIT once we determine which specific ISAs we support.
 
            // JIT turns the below into constants
 
            const nuint MaskOfAllBitsInVector256 = (nuint)(Vector256.Size - 1);
 
            // This method is written such that control generally flows top-to-bottom, avoiding
            // jumps as much as possible in the optimistic case of "all ASCII". If we see non-ASCII
            // data, we jump out of the hot paths to targets at the end of the method.
 
            Debug.Assert(Vector256.IsHardwareAccelerated, "Vector256 is required.");
            Debug.Assert(BitConverter.IsLittleEndian, "This implementation assumes little-endian.");
            Debug.Assert(elementCount >= 2 * Vector256.Size);
 
            // First, perform an unaligned read of the first part of the input buffer.
            ref ushort utf16Buffer = ref *(ushort*)pUtf16Buffer;
            Vector256<ushort> utf16VectorFirst = Vector256.LoadUnsafe(ref utf16Buffer);
 
            // If there's non-ASCII data in the first 16 elements of the vector, there's nothing we can do.
            if (VectorContainsNonAsciiChar(utf16VectorFirst))
            {
                return 0;
            }
 
            // Turn the 16 ASCII chars we just read into 16 ASCII bytes, then copy it to the destination.
 
            ref byte asciiBuffer = ref *pAsciiBuffer;
            Vector256<byte> asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorFirst);
            asciiVector.GetLower().StoreUnsafe(ref asciiBuffer, 0);
            nuint currentOffsetInElements = Vector256.Size / 2; // we processed 16 elements so far
 
            // We're going to get the best performance when we have aligned writes, so we'll take the
            // hit of potentially unaligned reads in order to hit this sweet spot.
 
            // pAsciiBuffer points to the start of the destination buffer, immediately before where we wrote
            // the 16 bytes previously. If the 0x10 bit is set at the pinned address, then the 16 bytes we wrote
            // previously mean that the 0x10 bit is *not* set at address &pAsciiBuffer[SizeOfVector256 / 2]. In
            // that case we can immediately back up to the previous aligned boundary and start the main loop.
            // If the 0x10 bit is *not* set at the pinned address, then it means the 0x10 bit *is* set at
            // address &pAsciiBuffer[SizeOfVector256 / 2], and we should perform one more 16-byte write to bump
            // just past the next aligned boundary address.
            if (((uint)pAsciiBuffer & (Vector256.Size / 2)) == 0)
            {
                // We need to perform one more partial vector write before we can get the alignment we want.
 
                utf16VectorFirst = Vector256.LoadUnsafe(ref utf16Buffer, currentOffsetInElements);
 
                if (VectorContainsNonAsciiChar(utf16VectorFirst))
                {
                    goto Finish;
                }
 
                // Turn the 16 ASCII chars we just read into 16 ASCII bytes, then copy it to the destination.
                asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorFirst);
                asciiVector.GetLower().StoreUnsafe(ref asciiBuffer, currentOffsetInElements);
            }
 
            // Calculate how many elements we wrote in order to get pAsciiBuffer to its next alignment
            // point, then use that as the base offset going forward.
 
            currentOffsetInElements = Vector256.Size - ((nuint)pAsciiBuffer & MaskOfAllBitsInVector256);
 
            Debug.Assert(0 < currentOffsetInElements && currentOffsetInElements <= Vector256.Size, "We wrote at least 1 byte but no more than a whole vector.");
            Debug.Assert(currentOffsetInElements <= elementCount, "Shouldn't have overrun the destination buffer.");
            Debug.Assert(elementCount - currentOffsetInElements >= Vector256.Size, "We should be able to run at least one whole vector.");
 
            nuint finalOffsetWhereCanRunLoop = elementCount - Vector256.Size;
            do
            {
                // In a loop, perform two unaligned reads, narrow to a single vector, then aligned write one vector.
 
                utf16VectorFirst = Vector256.LoadUnsafe(ref utf16Buffer, currentOffsetInElements);
                Vector256<ushort> utf16VectorSecond = Vector256.LoadUnsafe(ref utf16Buffer, currentOffsetInElements + Vector256.Size / sizeof(short));
                Vector256<ushort> combinedVector = utf16VectorFirst | utf16VectorSecond;
 
                if (VectorContainsNonAsciiChar(combinedVector))
                {
                    goto FoundNonAsciiDataInLoop;
                }
 
                // Build up the ASCII vector and perform the store.
 
                Debug.Assert(((nuint)pAsciiBuffer + currentOffsetInElements) % Vector256.Size == 0, "Write should be aligned.");
                asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorSecond);
                asciiVector.StoreUnsafe(ref asciiBuffer, currentOffsetInElements);
 
                currentOffsetInElements += Vector256.Size;
            } while (currentOffsetInElements <= finalOffsetWhereCanRunLoop);
 
        Finish:
 
            // There might be some ASCII data left over. That's fine - we'll let our caller handle the final drain.
            return currentOffsetInElements;
 
        FoundNonAsciiDataInLoop:
 
            // Can we at least narrow the high vector?
            // See comments in GetIndexOfFirstNonAsciiChar_Intrinsified for information about how this works.
            if (VectorContainsNonAsciiChar(utf16VectorFirst))
            {
                goto Finish;
            }
 
            // First part was all ASCII, narrow and aligned write. Note we're only filling in the low half of the vector.
 
            Debug.Assert(((nuint)pAsciiBuffer + currentOffsetInElements) % Vector128.Size == 0, "Destination should be 128-bit-aligned.");
            asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorFirst);
            asciiVector.GetLower().StoreUnsafe(ref asciiBuffer, currentOffsetInElements);
            currentOffsetInElements += Vector256.Size / 2;
 
            goto Finish;
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static unsafe nuint NarrowUtf16ToAscii_Intrinsified_512(char* pUtf16Buffer, byte* pAsciiBuffer, nuint elementCount)
        {
            // This method contains logic optimized using vector instructions for x64 only.
            // Much of the logic in this method will be elided by JIT once we determine which specific ISAs we support.
 
            // JIT turns the below into constants
 
            const nuint MaskOfAllBitsInVector512 = (nuint)(Vector512.Size - 1);
 
            // This method is written such that control generally flows top-to-bottom, avoiding
            // jumps as much as possible in the optimistic case of "all ASCII". If we see non-ASCII
            // data, we jump out of the hot paths to targets at the end of the method.
 
            Debug.Assert(Vector512.IsHardwareAccelerated, "Vector512 is required.");
            Debug.Assert(BitConverter.IsLittleEndian, "This implementation assumes little-endian.");
            Debug.Assert(elementCount >= 2 * Vector512.Size);
 
            // First, perform an unaligned read of the first part of the input buffer.
            ref ushort utf16Buffer = ref *(ushort*)pUtf16Buffer;
            Vector512<ushort> utf16VectorFirst = Vector512.LoadUnsafe(ref utf16Buffer);
 
            // If there's non-ASCII data in the first 32 elements of the vector, there's nothing we can do.
            if (VectorContainsNonAsciiChar(utf16VectorFirst))
            {
                return 0;
            }
 
            // Turn the 32 ASCII chars we just read into 32 ASCII bytes, then copy it to the destination.
 
            ref byte asciiBuffer = ref *pAsciiBuffer;
            Vector512<byte> asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorFirst);
            asciiVector.GetLower().StoreUnsafe(ref asciiBuffer, 0); // how to store the lower part of a avx512
            nuint currentOffsetInElements = Vector512.Size / 2; // we processed 32 elements so far
 
            // We're going to get the best performance when we have aligned writes, so we'll take the
            // hit of potentially unaligned reads in order to hit this sweet spot.
 
            // pAsciiBuffer points to the start of the destination buffer, immediately before where we wrote
            // the 32 bytes previously. If the 0x20 bit is set at the pinned address, then the 32 bytes we wrote
            // previously mean that the 0x20 bit is *not* set at address &pAsciiBuffer[SizeOfVector512 / 2]. In
            // that case we can immediately back up to the previous aligned boundary and start the main loop.
            // If the 0x20 bit is *not* set at the pinned address, then it means the 0x20 bit *is* set at
            // address &pAsciiBuffer[SizeOfVector512 / 2], and we should perform one more 32-byte write to bump
            // just past the next aligned boundary address.
 
            if (((uint)pAsciiBuffer & (Vector512.Size / 2)) == 0)
            {
                // We need to perform one more partial vector write before we can get the alignment we want.
 
                utf16VectorFirst = Vector512.LoadUnsafe(ref utf16Buffer, currentOffsetInElements);
 
                if (VectorContainsNonAsciiChar(utf16VectorFirst))
                {
                    goto Finish;
                }
 
                // Turn the 32 ASCII chars we just read into 32 ASCII bytes, then copy it to the destination.
                asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorFirst);
                asciiVector.GetLower().StoreUnsafe(ref asciiBuffer, currentOffsetInElements);
            }
 
            // Calculate how many elements we wrote in order to get pAsciiBuffer to its next alignment
            // point, then use that as the base offset going forward.
 
            currentOffsetInElements = Vector512.Size - ((nuint)pAsciiBuffer & MaskOfAllBitsInVector512);
 
            Debug.Assert(0 < currentOffsetInElements && currentOffsetInElements <= Vector512.Size, "We wrote at least 1 byte but no more than a whole vector.");
            Debug.Assert(currentOffsetInElements <= elementCount, "Shouldn't have overrun the destination buffer.");
            Debug.Assert(elementCount - currentOffsetInElements >= Vector512.Size, "We should be able to run at least one whole vector.");
 
            nuint finalOffsetWhereCanRunLoop = elementCount - Vector512.Size;
            do
            {
                // In a loop, perform two unaligned reads, narrow to a single vector, then aligned write one vector.
 
                utf16VectorFirst = Vector512.LoadUnsafe(ref utf16Buffer, currentOffsetInElements);
                Vector512<ushort> utf16VectorSecond = Vector512.LoadUnsafe(ref utf16Buffer, currentOffsetInElements + Vector512.Size / sizeof(short));
                Vector512<ushort> combinedVector = utf16VectorFirst | utf16VectorSecond;
 
                if (VectorContainsNonAsciiChar(combinedVector))
                {
                    goto FoundNonAsciiDataInLoop;
                }
 
                // Build up the ASCII vector and perform the store.
 
                Debug.Assert(((nuint)pAsciiBuffer + currentOffsetInElements) % Vector512.Size == 0, "Write should be aligned.");
                asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorSecond);
                asciiVector.StoreUnsafe(ref asciiBuffer, currentOffsetInElements);
 
                currentOffsetInElements += Vector512.Size;
            } while (currentOffsetInElements <= finalOffsetWhereCanRunLoop);
 
        Finish:
 
            // There might be some ASCII data left over. That's fine - we'll let our caller handle the final drain.
            return currentOffsetInElements;
 
        FoundNonAsciiDataInLoop:
 
            // Can we at least narrow the high vector?
            // See comments in GetIndexOfFirstNonAsciiChar_Intrinsified for information about how this works.
            if (VectorContainsNonAsciiChar(utf16VectorFirst))
            {
                goto Finish;
            }
 
            // First part was all ASCII, narrow and aligned write. Note we're only filling in the low half of the vector.
 
            Debug.Assert(((nuint)pAsciiBuffer + currentOffsetInElements) % Vector256.Size == 0, "Destination should be 256-bit-aligned.");
            asciiVector = ExtractAsciiVector(utf16VectorFirst, utf16VectorFirst);
            asciiVector.GetLower().StoreUnsafe(ref asciiBuffer, currentOffsetInElements);
            currentOffsetInElements += Vector512.Size / 2;
 
            goto Finish;
        }
#endif
 
        /// <summary>
        /// Copies as many ASCII bytes (00..7F) as possible from <paramref name="pAsciiBuffer"/>
        /// to <paramref name="pUtf16Buffer"/>, stopping when the first non-ASCII byte is encountered
        /// or once <paramref name="elementCount"/> elements have been converted. Returns the total number
        /// of elements that were able to be converted.
        /// </summary>
        internal static unsafe nuint WidenAsciiToUtf16(byte* pAsciiBuffer, char* pUtf16Buffer, nuint elementCount)
        {
            // Intrinsified in mono interpreter
            nuint currentOffset = 0;
 
#if NET
            if (BitConverter.IsLittleEndian && Vector128.IsHardwareAccelerated && elementCount >= (uint)Vector128<byte>.Count)
            {
                if (Vector512.IsHardwareAccelerated && (elementCount - currentOffset) >= (uint)Vector512<byte>.Count)
                {
                    WidenAsciiToUtf1_Vector<Vector512<byte>, Vector512<ushort>>(pAsciiBuffer, pUtf16Buffer, ref currentOffset, elementCount);
                }
                else if (Vector256.IsHardwareAccelerated && (elementCount - currentOffset) >= (uint)Vector256<byte>.Count)
                {
                    WidenAsciiToUtf1_Vector<Vector256<byte>, Vector256<ushort>>(pAsciiBuffer, pUtf16Buffer, ref currentOffset, elementCount);
                }
                else if (Vector128.IsHardwareAccelerated && (elementCount - currentOffset) >= (uint)Vector128<byte>.Count)
                {
                    WidenAsciiToUtf1_Vector<Vector128<byte>, Vector128<ushort>>(pAsciiBuffer, pUtf16Buffer, ref currentOffset, elementCount);
                }
            }
#endif
 
            Debug.Assert(currentOffset <= elementCount);
            nuint remainingElementCount = elementCount - currentOffset;
 
            // Try to widen 32 bits -> 64 bits at a time.
            // We needn't update remainingElementCount after this point.
 
            uint asciiData;
 
            if (remainingElementCount >= 4)
            {
                nuint finalOffsetWhereCanLoop = currentOffset + remainingElementCount - 4;
                do
                {
                    asciiData = Unsafe.ReadUnaligned<uint>(pAsciiBuffer + currentOffset);
                    if (!AllBytesInUInt32AreAscii(asciiData))
                    {
                        goto FoundNonAsciiData;
                    }
 
                    WidenFourAsciiBytesToUtf16AndWriteToBuffer(ref pUtf16Buffer[currentOffset], asciiData);
                    currentOffset += 4;
                } while (currentOffset <= finalOffsetWhereCanLoop);
            }
 
            // Try to widen 16 bits -> 32 bits.
 
            if (((uint)remainingElementCount & 2) != 0)
            {
                asciiData = Unsafe.ReadUnaligned<ushort>(pAsciiBuffer + currentOffset);
                if (!AllBytesInUInt32AreAscii(asciiData))
                {
                    if (!BitConverter.IsLittleEndian)
                    {
                        asciiData <<= 16;
                    }
                    goto FoundNonAsciiData;
                }
 
                if (BitConverter.IsLittleEndian)
                {
                    pUtf16Buffer[currentOffset] = (char)(byte)asciiData;
                    pUtf16Buffer[currentOffset + 1] = (char)(asciiData >> 8);
                }
                else
                {
                    pUtf16Buffer[currentOffset + 1] = (char)(byte)asciiData;
                    pUtf16Buffer[currentOffset] = (char)(asciiData >> 8);
                }
 
                currentOffset += 2;
            }
 
            // Try to widen 8 bits -> 16 bits.
 
            if (((uint)remainingElementCount & 1) != 0)
            {
                asciiData = pAsciiBuffer[currentOffset];
                if (((byte)asciiData & 0x80) != 0)
                {
                    goto Finish;
                }
 
                pUtf16Buffer[currentOffset] = (char)asciiData;
                currentOffset++;
            }
 
        Finish:
 
            return currentOffset;
 
        FoundNonAsciiData:
 
            Debug.Assert(!AllBytesInUInt32AreAscii(asciiData), "Shouldn't have reached this point if we have an all-ASCII input.");
 
            // Drain ASCII bytes one at a time.
 
            if (BitConverter.IsLittleEndian)
            {
                while (((byte)asciiData & 0x80) == 0)
                {
                    pUtf16Buffer[currentOffset] = (char)(byte)asciiData;
                    currentOffset++;
                    asciiData >>= 8;
                }
            }
            else
            {
                while ((asciiData & 0x80000000) == 0)
                {
                    asciiData = BitOperations.RotateLeft(asciiData, 8);
                    pUtf16Buffer[currentOffset] = (char)(byte)asciiData;
                    currentOffset++;
                }
            }
 
            goto Finish;
        }
 
#if NET
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static unsafe void WidenAsciiToUtf1_Vector<TVectorByte, TVectorUInt16>(byte* pAsciiBuffer, char* pUtf16Buffer, ref nuint currentOffset, nuint elementCount)
            where TVectorByte : unmanaged, ISimdVector<TVectorByte, byte>
            where TVectorUInt16 : unmanaged, ISimdVector<TVectorUInt16, ushort>
        {
            ushort* pCurrentWriteAddress = (ushort*)pUtf16Buffer;
            // Calculating the destination address outside the loop results in significant
            // perf wins vs. relying on the JIT to fold memory addressing logic into the
            // write instructions. See: https://github.com/dotnet/runtime/issues/33002
            nuint finalOffsetWhereCanRunLoop = elementCount - (nuint)TVectorByte.ElementCount;
            TVectorByte asciiVector = TVectorByte.Load(pAsciiBuffer + currentOffset);
            if (!HasMatch<TVectorByte>(asciiVector))
            {
                (TVectorUInt16 utf16LowVector, TVectorUInt16 utf16HighVector) = Widen<TVectorByte, TVectorUInt16>(asciiVector);
                utf16LowVector.Store(pCurrentWriteAddress);
                utf16HighVector.Store(pCurrentWriteAddress + TVectorUInt16.ElementCount);
                pCurrentWriteAddress += (nuint)(TVectorUInt16.ElementCount * 2);
                if (((nuint)pCurrentWriteAddress % sizeof(char)) == 0)
                {
                    // Bump write buffer up to the next aligned boundary
                    pCurrentWriteAddress = (ushort*)((nuint)pCurrentWriteAddress & ~(nuint)(TVectorUInt16.Alignment - 1));
                    nuint numBytesWritten = (nuint)pCurrentWriteAddress - (nuint)pUtf16Buffer;
                    currentOffset += (nuint)numBytesWritten / 2;
                }
                else
                {
                    // If input isn't char aligned, we won't be able to align it to a Vector
                    currentOffset += (nuint)TVectorByte.ElementCount;
                }
                while (currentOffset <= finalOffsetWhereCanRunLoop)
                {
                    asciiVector = TVectorByte.Load(pAsciiBuffer + currentOffset);
                    if (HasMatch<TVectorByte>(asciiVector))
                    {
                        break;
                    }
                    (utf16LowVector, utf16HighVector) = Widen<TVectorByte, TVectorUInt16>(asciiVector);
                    utf16LowVector.Store(pCurrentWriteAddress);
                    utf16HighVector.Store(pCurrentWriteAddress + TVectorUInt16.ElementCount);
 
                    currentOffset += (nuint)TVectorByte.ElementCount;
                    pCurrentWriteAddress += (nuint)(TVectorUInt16.ElementCount * 2);
                }
            }
            return;
        }
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static bool HasMatch<TVectorByte>(TVectorByte vector)
            where TVectorByte : unmanaged, ISimdVector<TVectorByte, byte>
        {
            return !(vector & TVectorByte.Create((byte)0x80)).Equals(TVectorByte.Zero);
        }
 
 
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private static (TVectorUInt16 Lower, TVectorUInt16 Upper) Widen<TVectorByte, TVectorUInt16>(TVectorByte vector)
            where TVectorByte : unmanaged, ISimdVector<TVectorByte, byte>
            where TVectorUInt16 : unmanaged, ISimdVector<TVectorUInt16, ushort>
        {
            if (typeof(TVectorByte) == typeof(Vector256<byte>))
            {
                (Vector256<ushort> Lower256, Vector256<ushort> Upper256) = Vector256.Widen((Vector256<byte>)(object)vector);
                return ((TVectorUInt16)(object)Lower256, (TVectorUInt16)(object)Upper256);
            }
            else if (typeof(TVectorByte) == typeof(Vector512<byte>))
            {
                (Vector512<ushort> Lower512, Vector512<ushort> Upper512) = Vector512.Widen((Vector512<byte>)(object)vector);
                return ((TVectorUInt16)(object)Lower512, (TVectorUInt16)(object)Upper512);
            }
            else
            {
                Debug.Assert(typeof(TVectorByte) == typeof(Vector128<byte>));
                (Vector128<ushort> Lower128, Vector128<ushort> Upper128) = Vector128.Widen((Vector128<byte>)(object)vector);
                return ((TVectorUInt16)(object)Lower128, (TVectorUInt16)(object)Upper128);
            }
        }
#endif
 
        /// <summary>
        /// Given a DWORD which represents a buffer of 4 bytes, widens the buffer into 4 WORDs and
        /// writes them to the output buffer with machine endianness.
        /// </summary>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        internal static void WidenFourAsciiBytesToUtf16AndWriteToBuffer(ref char outputBuffer, uint value)
        {
            Debug.Assert(AllBytesInUInt32AreAscii(value));
 
#if NET
            if (AdvSimd.Arm64.IsSupported)
            {
                Vector128<byte> vecNarrow = AdvSimd.DuplicateToVector128(value).AsByte();
                Vector128<ulong> vecWide = AdvSimd.Arm64.ZipLow(vecNarrow, Vector128<byte>.Zero).AsUInt64();
                Unsafe.WriteUnaligned(ref Unsafe.As<char, byte>(ref outputBuffer), vecWide.ToScalar());
            }
            else if (Vector128.IsHardwareAccelerated)
            {
                Vector128<byte> vecNarrow = Vector128.CreateScalar(value).AsByte();
                Vector128<ulong> vecWide = Vector128.WidenLower(vecNarrow).AsUInt64();
                Unsafe.WriteUnaligned(ref Unsafe.As<char, byte>(ref outputBuffer), vecWide.ToScalar());
            }
            else
#endif
            {
                if (BitConverter.IsLittleEndian)
                {
                    outputBuffer = (char)(byte)value;
                    value >>= 8;
                    Unsafe.Add(ref outputBuffer, 1) = (char)(byte)value;
                    value >>= 8;
                    Unsafe.Add(ref outputBuffer, 2) = (char)(byte)value;
                    value >>= 8;
                    Unsafe.Add(ref outputBuffer, 3) = (char)value;
                }
                else
                {
                    Unsafe.Add(ref outputBuffer, 3) = (char)(byte)value;
                    value >>= 8;
                    Unsafe.Add(ref outputBuffer, 2) = (char)(byte)value;
                    value >>= 8;
                    Unsafe.Add(ref outputBuffer, 1) = (char)(byte)value;
                    value >>= 8;
                    outputBuffer = (char)value;
                }
            }
        }
    }
}