//===--- CStringMap.cpp - CString Hash table map implementation -----------===// // // The LLVM Compiler Infrastructure // // This file was developed by Chris Lattner and is distributed under // the University of Illinois Open Source License. See LICENSE.TXT for details. // //===----------------------------------------------------------------------===// // // This file implements the CStringMap class. // //===----------------------------------------------------------------------===// #include "llvm/ADT/CStringMap.h" #include using namespace llvm; CStringMapVisitor::~CStringMapVisitor() { } CStringMapImpl::CStringMapImpl(unsigned InitSize, unsigned itemSize) { assert((InitSize & (InitSize-1)) == 0 && "Init Size must be a power of 2 or zero!"); NumBuckets = InitSize ? InitSize : 512; ItemSize = itemSize; NumItems = 0; TheTable = new ItemBucket[NumBuckets](); memset(TheTable, 0, NumBuckets*sizeof(ItemBucket)); } /// HashString - Compute a hash code for the specified string. /// static unsigned HashString(const char *Start, const char *End) { // Bernstein hash function. unsigned int Result = 0; // TODO: investigate whether a modified bernstein hash function performs // better: http://eternallyconfuzzled.com/tuts/algorithms/jsw_tut_hashing.aspx // X*33+c -> X*33^c while (Start != End) Result = Result * 33 + *Start++; Result = Result + (Result >> 5); return Result; } /// LookupBucketFor - Look up the bucket that the specified string should end /// up in. If it already exists as a key in the map, the Item pointer for the /// specified bucket will be non-null. Otherwise, it will be null. In either /// case, the FullHashValue field of the bucket will be set to the hash value /// of the string. unsigned CStringMapImpl::LookupBucketFor(const char *NameStart, const char *NameEnd) { unsigned HTSize = NumBuckets; unsigned FullHashValue = HashString(NameStart, NameEnd); unsigned BucketNo = FullHashValue & (HTSize-1); unsigned ProbeAmt = 1; while (1) { ItemBucket &Bucket = TheTable[BucketNo]; void *BucketItem = Bucket.Item; // If we found an empty bucket, this key isn't in the table yet, return it. if (BucketItem == 0) { Bucket.FullHashValue = FullHashValue; return BucketNo; } // If the full hash value matches, check deeply for a match. The common // case here is that we are only looking at the buckets (for item info // being non-null and for the full hash value) not at the items. This // is important for cache locality. if (Bucket.FullHashValue == FullHashValue) { // Do the comparison like this because NameStart isn't necessarily // null-terminated! char *ItemStr = (char*)BucketItem+ItemSize; if (strlen(ItemStr) == unsigned(NameEnd-NameStart) && memcmp(ItemStr, NameStart, (NameEnd-NameStart)) == 0) { // We found a match! return BucketNo; } } // Okay, we didn't find the item. Probe to the next bucket. BucketNo = (BucketNo+ProbeAmt) & (HTSize-1); // Use quadratic probing, it has fewer clumping artifacts than linear // probing and has good cache behavior in the common case. ++ProbeAmt; } } /// RehashTable - Grow the table, redistributing values into the buckets with /// the appropriate mod-of-hashtable-size. void CStringMapImpl::RehashTable() { unsigned NewSize = NumBuckets*2; ItemBucket *NewTableArray = new ItemBucket[NewSize](); memset(NewTableArray, 0, NewSize*sizeof(ItemBucket)); // Rehash all the items into their new buckets. Luckily :) we already have // the hash values available, so we don't have to rehash any strings. for (ItemBucket *IB = TheTable, *E = TheTable+NumBuckets; IB != E; ++IB) { if (IB->Item) { // Fast case, bucket available. unsigned FullHash = IB->FullHashValue; unsigned NewBucket = FullHash & (NewSize-1); if (NewTableArray[NewBucket].Item == 0) { NewTableArray[FullHash & (NewSize-1)].Item = IB->Item; NewTableArray[FullHash & (NewSize-1)].FullHashValue = FullHash; continue; } unsigned ProbeSize = 1; do { NewBucket = (NewBucket + ProbeSize++) & (NewSize-1); } while (NewTableArray[NewBucket].Item); // Finally found a slot. Fill it in. NewTableArray[NewBucket].Item = IB->Item; NewTableArray[NewBucket].FullHashValue = FullHash; } } delete[] TheTable; TheTable = NewTableArray; NumBuckets = NewSize; } /// VisitEntries - This method walks through all of the items, /// invoking Visitor.Visit for each of them. void CStringMapImpl::VisitEntries(const CStringMapVisitor &Visitor) const { for (ItemBucket *IB = TheTable, *E = TheTable+NumBuckets; IB != E; ++IB) { if (void *Id = IB->Item) Visitor.Visit((char*)Id + ItemSize, Id); } }