Add SparseBitVector implementation

git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@41790 91177308-0d34-0410-b5e6-96231b3b80d8
This commit is contained in:
Daniel Berlin 2007-09-09 01:10:40 +00:00
parent d06eb2c879
commit 2f5d5937ec
2 changed files with 561 additions and 0 deletions

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@ -29,6 +29,7 @@ D: Target-independent code generator and analysis improvements
N: Daniel Berlin
E: dberlin@dberlin.org
D: ET-Forest implementation.
D: Sparse bitmap
N: Neil Booth
E: neil@daikokuya.co.uk

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@ -0,0 +1,560 @@
//===- llvm/ADT/SparseBitVector.h - Efficient Sparse BitVector -*- C++ -*- ===//
//
// The LLVM Compiler Infrastructure
//
// This file was developed by Daniel Berlin and is distributed under
// the University of Illinois Open Source License. See LICENSE.TXT for details.
//
//===----------------------------------------------------------------------===//
//
// This file defines the SparseBitVector class. See the doxygen comment for
// SparseBitVector for more details on the algorithm used.
//
//===----------------------------------------------------------------------===//
#ifndef LLVM_ADT_SPARSEBITVECTOR_H
#define LLVM_ADT_SPARSEBITVECTOR_H
#include <cassert>
#include <cstring>
#include <list>
#include <algorithm>
#include "llvm/Support/DataTypes.h"
#include "llvm/ADT/STLExtras.h"
#include "llvm/Support/MathExtras.h"
namespace llvm {
/// SparseBitVector is an implementation of a bitvector that is sparse by only
/// storing the elements that have non-zero bits set. In order to make this
/// fast for the most common cases, SparseBitVector is implemented as a linked
/// list of SparseBitVectorElements. We maintain a pointer to the last
/// SparseBitVectorElement accessed (in the form of a list iterator), in order
/// to make multiple in-order test/set constant time after the first one is
/// executed. Note that using vectors to store SparseBitVectorElement's does
/// not work out very well because it causes insertion in the middle to take
/// enormous amounts of time with a large amount of bits. Other structures that
/// have better worst cases for insertion in the middle (various balanced trees,
/// etc) do not perform as well in practice as a linked list with this iterator
/// kept up to date. They are also significantly more memory intensive.
template <unsigned ElementSize = 128>
struct SparseBitVectorElement {
public:
typedef unsigned long BitWord;
enum {
BITWORD_SIZE = sizeof(BitWord) * 8,
BITWORDS_PER_ELEMENT = (ElementSize + BITWORD_SIZE - 1) / BITWORD_SIZE,
BITS_PER_ELEMENT = ElementSize
};
private:
// Index of Element in terms of where first bit starts.
unsigned ElementIndex;
BitWord Bits[BITWORDS_PER_ELEMENT];
SparseBitVectorElement();
public:
explicit SparseBitVectorElement(unsigned Idx) {
ElementIndex = Idx;
memset(&Bits[0], 0, sizeof (BitWord) * BITWORDS_PER_ELEMENT);
}
~SparseBitVectorElement() {
}
// Copy ctor.
SparseBitVectorElement(const SparseBitVectorElement &RHS) {
ElementIndex = RHS.ElementIndex;
std::copy(&RHS.Bits[0], &RHS.Bits[BITWORDS_PER_ELEMENT], Bits);
}
// Comparison.
bool operator==(const SparseBitVectorElement &RHS) const {
if (ElementIndex != RHS.ElementIndex)
return false;
for (unsigned i = 0; i < BITWORDS_PER_ELEMENT; ++i)
if (Bits[i] != RHS.Bits[i])
return false;
return true;
}
bool operator!=(const SparseBitVectorElement &RHS) const {
return !(*this == RHS);
}
// Return the bits that make up word Idx in our element.
BitWord word(unsigned Idx) const {
assert (Idx < BITWORDS_PER_ELEMENT);
return Bits[Idx];
}
unsigned index() const {
return ElementIndex;
}
bool empty() const {
for (unsigned i = 0; i < BITWORDS_PER_ELEMENT; ++i)
if (Bits[i])
return false;
return true;
}
void set(unsigned Idx) {
Bits[Idx / BITWORD_SIZE] |= 1L << (Idx % BITWORD_SIZE);
}
bool test_and_set (unsigned Idx) {
bool old = test(Idx);
if (!old)
set(Idx);
return !old;
}
void reset(unsigned Idx) {
Bits[Idx / BITWORD_SIZE] &= ~(1L << (Idx % BITWORD_SIZE));
}
bool test(unsigned Idx) const {
return Bits[Idx / BITWORD_SIZE] & (1L << (Idx % BITWORD_SIZE));
}
unsigned count() const {
unsigned NumBits = 0;
for (unsigned i = 0; i < BITWORDS_PER_ELEMENT; ++i)
if (sizeof(BitWord) == 4)
NumBits += CountPopulation_32(Bits[i]);
else if (sizeof(BitWord) == 8)
NumBits += CountPopulation_64(Bits[i]);
else
assert(0 && "Unsupported!");
return NumBits;
}
/// find_first - Returns the index of the first set bit.
int find_first() const {
for (unsigned i = 0; i < BITWORDS_PER_ELEMENT; ++i)
if (Bits[i] != 0) {
if (sizeof(BitWord) == 4)
return i * BITWORD_SIZE + CountTrailingZeros_32(Bits[i]);
else if (sizeof(BitWord) == 8)
return i * BITWORD_SIZE + CountTrailingZeros_64(Bits[i]);
else
assert(0 && "Unsupported!");
}
assert(0 && "Illegal empty element");
}
/// find_next - Returns the index of the next set bit following the
/// "Prev" bit. Returns -1 if the next set bit is not found.
int find_next(unsigned Prev) const {
++Prev;
if (Prev >= BITS_PER_ELEMENT)
return -1;
unsigned WordPos = Prev / BITWORD_SIZE;
unsigned BitPos = Prev % BITWORD_SIZE;
BitWord Copy = Bits[WordPos];
assert (WordPos <= BITWORDS_PER_ELEMENT
&& "Word Position outside of element");
// Mask off previous bits.
Copy &= ~0L << BitPos;
if (Copy != 0) {
if (sizeof(BitWord) == 4)
return WordPos * BITWORD_SIZE + CountTrailingZeros_32(Copy);
else if (sizeof(BitWord) == 8)
return WordPos * BITWORD_SIZE + CountTrailingZeros_64(Copy);
else
assert(0 && "Unsupported!");
}
// Check subsequent words.
for (unsigned i = WordPos+1; i < BITWORDS_PER_ELEMENT; ++i)
if (Bits[i] != 0) {
if (sizeof(BitWord) == 4)
return i * BITWORD_SIZE + CountTrailingZeros_32(Bits[i]);
else if (sizeof(BitWord) == 8)
return i * BITWORD_SIZE + CountTrailingZeros_64(Bits[i]);
else
assert(0 && "Unsupported!");
}
return -1;
}
// Union this element with RHS and return true if this one changed.
bool unionWith(const SparseBitVectorElement &RHS) {
bool changed = false;
for (unsigned i = 0; i < BITWORDS_PER_ELEMENT; ++i) {
BitWord old = changed ? 0 : Bits[i];
Bits[i] |= RHS.Bits[i];
if (old != Bits[i])
changed = true;
}
return changed;
}
// Intersect this Element with RHS and return true if this one changed.
// BecameZero is set to true if this element became all-zero bits.
bool intersectWith(const SparseBitVectorElement &RHS,
bool &BecameZero) {
bool changed = false;
bool allzero = true;
BecameZero = false;
for (unsigned i = 0; i < BITWORDS_PER_ELEMENT; ++i) {
BitWord old = changed ? 0 : Bits[i];
Bits[i] &= RHS.Bits[i];
if (Bits[i] != 0)
allzero = false;
if (old != Bits[i])
changed = true;
}
BecameZero = !allzero;
return changed;
}
};
template <unsigned ElementSize = 128>
class SparseBitVector {
typedef std::list<SparseBitVectorElement<ElementSize> *> ElementList;
typedef typename ElementList::iterator ElementListIter;
typedef typename ElementList::const_iterator ElementListConstIter;
enum {
BITWORD_SIZE = SparseBitVectorElement<ElementSize>::BITWORD_SIZE
};
// Pointer to our current Element.
ElementListIter CurrElementIter;
ElementList Elements;
// This is like std::lower_bound, except we do linear searching from the
// current position.
ElementListIter FindLowerBound(unsigned ElementIndex) {
if (Elements.empty()) {
CurrElementIter = Elements.begin();
return Elements.begin();
}
// Make sure our current iterator is valid.
if (CurrElementIter == Elements.end())
--CurrElementIter;
// Search from our current iterator, either backwards or forwards,
// depending on what element we are looking for.
ElementListIter ElementIter = CurrElementIter;
if ((*CurrElementIter)->index() == ElementIndex) {
return ElementIter;
} else if ((*CurrElementIter)->index() > ElementIndex) {
while (ElementIter != Elements.begin()
&& (*ElementIter)->index() > ElementIndex)
--ElementIter;
} else {
while (ElementIter != Elements.end() &&
(*ElementIter)->index() <= ElementIndex)
++ElementIter;
--ElementIter;
}
CurrElementIter = ElementIter;
return ElementIter;
}
// Iterator to walk set bits in the bitmap. This iterator is a lot uglier
// than it would be, in order to be efficient.
struct SparseBitVectorIterator {
private:
bool AtEnd;
SparseBitVector<ElementSize> &BitVector;
// Current element inside of bitmap.
ElementListConstIter Iter;
// Current bit number inside of our bitmap.
unsigned BitNumber;
// Current word number inside of our element.
unsigned WordNumber;
// Current bits from the element.
typename SparseBitVectorElement<ElementSize>::BitWord Bits;
// Move our iterator to the first non-zero bit in the bitmap.
void AdvanceToFirstNonZero() {
if (AtEnd)
return;
if (BitVector.Elements.empty()) {
AtEnd = true;
return;
}
Iter = BitVector.Elements.begin();
BitNumber = (*Iter)->index() * ElementSize;
unsigned BitPos = (*Iter)->find_first();
BitNumber += BitPos;
WordNumber = (BitNumber % ElementSize) / BITWORD_SIZE;
Bits = (*Iter)->word(WordNumber);
Bits >>= BitPos % BITWORD_SIZE;
}
// Move our iterator to the next non-zero bit.
void AdvanceToNextNonZero() {
if (AtEnd)
return;
while (Bits && !(Bits & 1)) {
Bits >>= 1;
BitNumber += 1;
}
// See if we ran out of Bits in this word.
if (!Bits) {
int NextSetBitNumber = (*Iter)->find_next(BitNumber % ElementSize) ;
// If we ran out of set bits in this element, move to next element.
if (NextSetBitNumber == -1 || (BitNumber % ElementSize == 0)) {
Iter++;
WordNumber = 0;
// We may run out of elements in the bitmap.
if (Iter == BitVector.Elements.end()) {
AtEnd = true;
return;
}
// Set up for next non zero word in bitmap.
BitNumber = (*Iter)->index() * ElementSize;
NextSetBitNumber = (*Iter)->find_first();
BitNumber += NextSetBitNumber;
WordNumber = (BitNumber % ElementSize) / BITWORD_SIZE;
Bits = (*Iter)->word(WordNumber);
Bits >>= NextSetBitNumber % BITWORD_SIZE;
} else {
WordNumber = (NextSetBitNumber % ElementSize) / BITWORD_SIZE;
Bits = (*Iter)->word(WordNumber);
Bits >>= NextSetBitNumber % BITWORD_SIZE;
}
}
}
public:
// Preincrement.
inline SparseBitVectorIterator& operator++() {
BitNumber++;
Bits >>= 1;
AdvanceToNextNonZero();
return *this;
}
// Postincrement.
inline SparseBitVectorIterator operator++(int) {
SparseBitVectorIterator tmp = *this;
++*this;
return tmp;
}
// Return the current set bit number.
unsigned operator*() const {
return BitNumber;
}
bool operator==(const SparseBitVectorIterator &RHS) const {
// If they are both at the end, ignore the rest of the fields.
if (AtEnd == RHS.AtEnd)
return true;
// Otherwise they are the same if they have the same bit number and
// bitmap.
return AtEnd == RHS.AtEnd && RHS.BitNumber == BitNumber;
}
bool operator!=(const SparseBitVectorIterator &RHS) const {
return !(*this == RHS);
}
explicit SparseBitVectorIterator(SparseBitVector<ElementSize> &RHS,
bool end = false):BitVector(RHS) {
Iter = BitVector.Elements.begin();
BitNumber = 0;
Bits = 0;
WordNumber = ~0;
AtEnd = end;
AdvanceToFirstNonZero();
}
};
public:
typedef SparseBitVectorIterator iterator;
typedef const SparseBitVectorIterator const_iterator;
SparseBitVector () {
CurrElementIter = Elements.begin ();
}
~SparseBitVector() {
for_each(Elements.begin(), Elements.end(),
deleter<SparseBitVectorElement<ElementSize> >);
}
// SparseBitVector copy ctor.
SparseBitVector(const SparseBitVector &RHS) {
ElementListConstIter ElementIter = RHS.Elements.begin();
while (ElementIter != RHS.Elements.end()) {
SparseBitVectorElement<ElementSize> *ElementCopy;
ElementCopy = new SparseBitVectorElement<ElementSize>(*(*ElementIter));
Elements.push_back(ElementCopy);
}
CurrElementIter = Elements.begin ();
}
// Test, Reset, and Set a bit in the bitmap.
bool test(unsigned Idx) {
if (Elements.empty())
return false;
unsigned ElementIndex = Idx / ElementSize;
ElementListIter ElementIter = FindLowerBound(ElementIndex);
// If we can't find an element that is supposed to contain this bit, there
// is nothing more to do.
if (ElementIter == Elements.end() ||
(*ElementIter)->index() != ElementIndex)
return false;
return (*ElementIter)->test(Idx % ElementSize);
}
void reset(unsigned Idx) {
if (Elements.empty())
return;
unsigned ElementIndex = Idx / ElementSize;
ElementListIter ElementIter = FindLowerBound(ElementIndex);
// If we can't find an element that is supposed to contain this bit, there
// is nothing more to do.
if (ElementIter == Elements.end() ||
(*ElementIter)->index() != ElementIndex)
return;
(*ElementIter)->reset(Idx % ElementSize);
// When the element is zeroed out, delete it.
if ((*ElementIter)->empty()) {
delete (*ElementIter);
++CurrElementIter;
Elements.erase(ElementIter);
}
}
void set(unsigned Idx) {
SparseBitVectorElement<ElementSize> *Element;
unsigned ElementIndex = Idx / ElementSize;
if (Elements.empty()) {
Element = new SparseBitVectorElement<ElementSize>(ElementIndex);
Elements.push_back(Element);
} else {
ElementListIter ElementIter = FindLowerBound(ElementIndex);
if (ElementIter != Elements.end() &&
(*ElementIter)->index() == ElementIndex)
Element = *ElementIter;
else {
Element = new SparseBitVectorElement<ElementSize>(ElementIndex);
// Insert does insert before, and lower bound gives the one before.
Elements.insert(++ElementIter, Element);
}
}
Element->set(Idx % ElementSize);
}
// Union our bitmap with the RHS and return true if we changed.
bool operator|=(const SparseBitVector &RHS) {
bool changed = false;
ElementListIter Iter1 = Elements.begin();
ElementListConstIter Iter2 = RHS.Elements.begin();
// IE They may both be end
if (Iter1 == Iter2)
return false;
// See if the first bitmap element is the same in both. This is only
// possible if they are the same bitmap.
if (Iter1 != Elements.end() && Iter2 != RHS.Elements.end())
if (*Iter1 == *Iter2)
return false;
while (Iter2 != RHS.Elements.end()) {
if (Iter1 == Elements.end() || (*Iter1)->index() > (*Iter2)->index()) {
SparseBitVectorElement<ElementSize> *NewElem;
NewElem = new SparseBitVectorElement<ElementSize>(*(*Iter2));
Elements.insert(Iter1, NewElem);
Iter2++;
changed = true;
} else if ((*Iter1)->index() == (*Iter2)->index()) {
changed |= (*Iter1)->unionWith(*(*Iter2));
Iter1++;
Iter2++;
} else {
Iter1++;
}
}
CurrElementIter = Elements.begin();
return changed;
}
// Intersect our bitmap with the RHS and return true if ours changed.
bool operator&=(const SparseBitVector &RHS) {
bool changed = false;
ElementListIter Iter1 = Elements.begin();
ElementListConstIter Iter2 = RHS.Elements.begin();
// IE They may both be end.
if (Iter1 == Iter2)
return false;
// See if the first bitmap element is the same in both. This is only
// possible if they are the same bitmap.
if (Iter1 != Elements.end() && Iter2 != RHS.Elements.end())
if (*Iter1 == *Iter2)
return false;
// Loop through, intersecting as we go, erasing elements when necessary.
while (Iter2 != RHS.Elements.end()) {
if (Iter1 == Elements.end())
return changed;
if ((*Iter1)->index() > (*Iter2)->index()) {
Iter2++;
} else if ((*Iter1)->index() == (*Iter2)->index()) {
bool BecameZero;
changed |= (*Iter1)->intersectWith(*(*Iter2), BecameZero);
if (BecameZero) {
ElementListIter IterTmp = Iter1;
delete *IterTmp;
Elements.erase(IterTmp);
Iter1++;
} else {
Iter1++;
}
Iter2++;
} else {
ElementListIter IterTmp = Iter1;
Iter1++;
delete *IterTmp;
Elements.erase(IterTmp);
}
}
CurrElementIter = Elements.begin();
return changed;
}
iterator begin() const {
return iterator(*this);
}
iterator end() const {
return iterator(*this, ~0);
}
};
}
#endif