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15c25be42b
This is faster pretty much everywhere.
329 lines
8.3 KiB
C++
329 lines
8.3 KiB
C++
#pragma once
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#include <cstdint> /* uint32_t */
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#include <cstring>
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#include <vector>
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#include "ext/xxhash.h"
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#include "Common/CommonFuncs.h"
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#include "Common/Log.h"
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// TODO: Try hardware CRC. Unfortunately not available on older Intels or ARM32.
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// Seems to be ubiquitous on ARM64 though.
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template<class K>
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inline uint32_t HashKey(const K &k) {
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return XXH3_64bits(&k, sizeof(k)) & 0xFFFFFFFF;
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}
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template<class K>
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inline bool KeyEquals(const K &a, const K &b) {
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return !memcmp(&a, &b, sizeof(K));
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}
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enum class BucketState : uint8_t {
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FREE,
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TAKEN,
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REMOVED, // for linear probing to work (and removal during deletion) we need tombstones
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};
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// Uses linear probing for cache-friendliness. Not segregating values from keys because
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// we always use very small values, so it's probably better to have them in the same
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// cache-line as the corresponding key.
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// Enforces that value are pointers to make sure that combined storage makes sense.
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template <class Key, class Value, Value NullValue>
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class DenseHashMap {
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public:
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DenseHashMap(int initialCapacity) : capacity_(initialCapacity) {
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map.resize(initialCapacity);
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state.resize(initialCapacity);
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}
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// Returns nullptr if no entry was found.
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Value Get(const Key &key) {
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uint32_t mask = capacity_ - 1;
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uint32_t pos = HashKey(key) & mask;
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// No? Let's go into search mode. Linear probing.
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uint32_t p = pos;
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while (true) {
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if (state[p] == BucketState::TAKEN && KeyEquals(key, map[p].key))
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return map[p].value;
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else if (state[p] == BucketState::FREE)
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return NullValue;
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p = (p + 1) & mask; // If the state is REMOVED, we just keep on walking.
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if (p == pos) {
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_assert_msg_(false, "DenseHashMap: Hit full on Get()");
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}
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}
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return NullValue;
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}
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// Returns false if we already had the key! Which is a bit different.
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bool Insert(const Key &key, Value value) {
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// Check load factor, resize if necessary. We never shrink.
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if (count_ > capacity_ / 2) {
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Grow(2);
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}
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uint32_t mask = capacity_ - 1;
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uint32_t pos = HashKey(key) & mask;
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uint32_t p = pos;
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while (true) {
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if (state[p] == BucketState::TAKEN) {
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if (KeyEquals(key, map[p].key)) {
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// Bad! We already got this one. Let's avoid this case.
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_assert_msg_(false, "DenseHashMap: Duplicate key inserted");
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return false;
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}
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// continue looking....
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} else {
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// Got a place, either removed or FREE.
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break;
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}
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p = (p + 1) & mask;
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if (p == pos) {
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// FULL! Error. Should not happen thanks to Grow().
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_assert_msg_(false, "DenseHashMap: Hit full on Insert()");
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}
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}
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if (state[p] == BucketState::REMOVED) {
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removedCount_--;
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}
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state[p] = BucketState::TAKEN;
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map[p].key = key;
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map[p].value = value;
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count_++;
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return true;
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}
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bool Remove(const Key &key) {
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uint32_t mask = capacity_ - 1;
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uint32_t pos = HashKey(key) & mask;
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uint32_t p = pos;
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while (state[p] != BucketState::FREE) {
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if (state[p] == BucketState::TAKEN && KeyEquals(key, map[p].key)) {
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// Got it! Mark it as removed.
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state[p] = BucketState::REMOVED;
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removedCount_++;
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count_--;
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return true;
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}
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p = (p + 1) & mask;
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if (p == pos) {
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// FULL! Error. Should not happen.
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_assert_msg_(false, "DenseHashMap: Hit full on Remove()");
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}
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}
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return false;
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}
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size_t size() const {
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return count_;
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}
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template<class T>
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inline void Iterate(T func) const {
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for (size_t i = 0; i < map.size(); i++) {
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if (state[i] == BucketState::TAKEN) {
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func(map[i].key, map[i].value);
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}
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}
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}
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void Clear() {
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memset(state.data(), (int)BucketState::FREE, state.size());
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count_ = 0;
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removedCount_ = 0;
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}
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void Rebuild() {
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Grow(1);
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}
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void Maintain() {
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// Heuristic
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if (removedCount_ >= capacity_ / 4) {
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Rebuild();
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}
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}
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private:
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void Grow(int factor) {
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// We simply move out the existing data, then we re-insert the old.
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// This is extremely non-atomic and will need synchronization.
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std::vector<Pair> old = std::move(map);
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std::vector<BucketState> oldState = std::move(state);
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// Can't assume move will clear, it just may clear.
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map.clear();
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state.clear();
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int oldCount = count_;
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capacity_ *= factor;
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map.resize(capacity_);
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state.resize(capacity_);
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count_ = 0; // Insert will update it.
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removedCount_ = 0;
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for (size_t i = 0; i < old.size(); i++) {
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if (oldState[i] == BucketState::TAKEN) {
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Insert(old[i].key, old[i].value);
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}
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}
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_assert_msg_(oldCount == count_, "DenseHashMap: count should not change in Grow()");
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}
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struct Pair {
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Key key;
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Value value;
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};
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std::vector<Pair> map;
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std::vector<BucketState> state;
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int capacity_;
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int count_ = 0;
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int removedCount_ = 0;
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};
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// Like the above, uses linear probing for cache-friendliness.
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// Does not perform hashing at all so expects well-distributed keys.
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template <class Value, Value NullValue>
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class PrehashMap {
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public:
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PrehashMap(int initialCapacity) : capacity_(initialCapacity) {
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map.resize(initialCapacity);
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state.resize(initialCapacity);
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}
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// Returns nullptr if no entry was found.
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Value Get(uint32_t hash) {
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uint32_t mask = capacity_ - 1;
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uint32_t pos = hash & mask;
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// No? Let's go into search mode. Linear probing.
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uint32_t p = pos;
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while (true) {
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if (state[p] == BucketState::TAKEN && hash == map[p].hash)
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return map[p].value;
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else if (state[p] == BucketState::FREE)
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return NullValue;
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p = (p + 1) & mask; // If the state is REMOVED, we just keep on walking.
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if (p == pos) {
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_assert_msg_(false, "PrehashMap: Hit full on Get()");
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}
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}
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return NullValue;
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}
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// Returns false if we already had the key! Which is a bit different.
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bool Insert(uint32_t hash, Value value) {
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// Check load factor, resize if necessary. We never shrink.
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if (count_ > capacity_ / 2) {
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Grow(2);
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}
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uint32_t mask = capacity_ - 1;
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uint32_t pos = hash & mask;
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uint32_t p = pos;
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while (state[p] != BucketState::FREE) {
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if (state[p] == BucketState::TAKEN) {
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if (hash == map[p].hash)
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return false; // Bad!
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} else {
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// Got a place, either removed or FREE.
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break;
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}
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p = (p + 1) & mask;
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if (p == pos) {
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// FULL! Error. Should not happen thanks to Grow().
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_assert_msg_(false, "PrehashMap: Hit full on Insert()");
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}
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}
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if (state[p] == BucketState::REMOVED) {
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removedCount_--;
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}
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state[p] = BucketState::TAKEN;
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map[p].hash = hash;
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map[p].value = value;
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count_++;
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return true;
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}
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bool Remove(uint32_t hash) {
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uint32_t mask = capacity_ - 1;
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uint32_t pos = hash & mask;
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uint32_t p = pos;
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while (state[p] != BucketState::FREE) {
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if (state[p] == BucketState::TAKEN && hash == map[p].hash) {
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// Got it!
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state[p] = BucketState::REMOVED;
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removedCount_++;
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count_--;
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return true;
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}
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p = (p + 1) & mask;
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if (p == pos) {
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_assert_msg_(false, "PrehashMap: Hit full on Remove()");
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}
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}
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return false;
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}
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size_t size() {
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return count_;
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}
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template<class T>
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void Iterate(T func) const {
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for (size_t i = 0; i < map.size(); i++) {
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if (state[i] == BucketState::TAKEN) {
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func(map[i].hash, map[i].value);
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}
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}
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}
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void Clear() {
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memset(state.data(), (int)BucketState::FREE, state.size());
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count_ = 0;
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removedCount_ = 0;
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}
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// Gets rid of REMOVED tombstones, making lookups somewhat more efficient.
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void Rebuild() {
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Grow(1);
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}
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void Maintain() {
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// Heuristic
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if (removedCount_ >= capacity_ / 4) {
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Rebuild();
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}
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}
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private:
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void Grow(int factor) {
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// We simply move out the existing data, then we re-insert the old.
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// This is extremely non-atomic and will need synchronization.
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std::vector<Pair> old = std::move(map);
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std::vector<BucketState> oldState = std::move(state);
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// Can't assume move will clear, it just may clear.
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map.clear();
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state.clear();
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int oldCount = count_;
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int oldCapacity = capacity_;
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capacity_ *= factor;
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map.resize(capacity_);
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state.resize(capacity_);
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count_ = 0; // Insert will update it.
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removedCount_ = 0;
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for (size_t i = 0; i < old.size(); i++) {
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if (oldState[i] == BucketState::TAKEN) {
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Insert(old[i].hash, old[i].value);
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}
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}
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INFO_LOG(G3D, "Grew hashmap capacity from %d to %d", oldCapacity, capacity_);
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_assert_msg_(oldCount == count_, "PrehashMap: count should not change in Grow()");
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}
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struct Pair {
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uint32_t hash;
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Value value;
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};
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std::vector<Pair> map;
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std::vector<BucketState> state;
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int capacity_;
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int count_ = 0;
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int removedCount_ = 0;
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};
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