| //===--- StringMap.cpp - String Hash table map implementation -------------===// | |
| // | |
| // The LLVM Compiler Infrastructure | |
| // | |
| // This file is distributed under the University of Illinois Open Source | |
| // License. See LICENSE.TXT for details. | |
| // | |
| //===----------------------------------------------------------------------===// | |
| // | |
| // This file implements the StringMap class. | |
| // | |
| //===----------------------------------------------------------------------===// | |
| #include "llvm/ADT/StringMap.h" | |
| #include "llvm/ADT/StringExtras.h" | |
| #include <cassert> | |
| using namespace llvm; | |
| StringMapImpl::StringMapImpl(unsigned InitSize, unsigned itemSize) { | |
| ItemSize = itemSize; | |
| // If a size is specified, initialize the table with that many buckets. | |
| if (InitSize) { | |
| init(InitSize); | |
| return; | |
| } | |
| // Otherwise, initialize it with zero buckets to avoid the allocation. | |
| TheTable = 0; | |
| NumBuckets = 0; | |
| NumItems = 0; | |
| NumTombstones = 0; | |
| } | |
| void StringMapImpl::init(unsigned InitSize) { | |
| assert((InitSize & (InitSize-1)) == 0 && | |
| "Init Size must be a power of 2 or zero!"); | |
| NumBuckets = InitSize ? InitSize : 16; | |
| NumItems = 0; | |
| NumTombstones = 0; | |
| TheTable = (ItemBucket*)calloc(NumBuckets+1, sizeof(ItemBucket)); | |
| // Allocate one extra bucket, set it to look filled so the iterators stop at | |
| // end. | |
| TheTable[NumBuckets].Item = (StringMapEntryBase*)2; | |
| } | |
| /// 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 StringMapImpl::LookupBucketFor(StringRef Name) { | |
| unsigned HTSize = NumBuckets; | |
| if (HTSize == 0) { // Hash table unallocated so far? | |
| init(16); | |
| HTSize = NumBuckets; | |
| } | |
| unsigned FullHashValue = HashString(Name); | |
| unsigned BucketNo = FullHashValue & (HTSize-1); | |
| unsigned ProbeAmt = 1; | |
| int FirstTombstone = -1; | |
| while (1) { | |
| ItemBucket &Bucket = TheTable[BucketNo]; | |
| StringMapEntryBase *BucketItem = Bucket.Item; | |
| // If we found an empty bucket, this key isn't in the table yet, return it. | |
| if (BucketItem == 0) { | |
| // If we found a tombstone, we want to reuse the tombstone instead of an | |
| // empty bucket. This reduces probing. | |
| if (FirstTombstone != -1) { | |
| TheTable[FirstTombstone].FullHashValue = FullHashValue; | |
| return FirstTombstone; | |
| } | |
| Bucket.FullHashValue = FullHashValue; | |
| return BucketNo; | |
| } | |
| if (BucketItem == getTombstoneVal()) { | |
| // Skip over tombstones. However, remember the first one we see. | |
| if (FirstTombstone == -1) FirstTombstone = BucketNo; | |
| } else if (Bucket.FullHashValue == FullHashValue) { | |
| // 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. | |
| // Do the comparison like this because Name isn't necessarily | |
| // null-terminated! | |
| char *ItemStr = (char*)BucketItem+ItemSize; | |
| if (Name == StringRef(ItemStr, BucketItem->getKeyLength())) { | |
| // 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; | |
| } | |
| } | |
| /// FindKey - Look up the bucket that contains the specified key. If it exists | |
| /// in the map, return the bucket number of the key. Otherwise return -1. | |
| /// This does not modify the map. | |
| int StringMapImpl::FindKey(StringRef Key) const { | |
| unsigned HTSize = NumBuckets; | |
| if (HTSize == 0) return -1; // Really empty table? | |
| unsigned FullHashValue = HashString(Key); | |
| unsigned BucketNo = FullHashValue & (HTSize-1); | |
| unsigned ProbeAmt = 1; | |
| while (1) { | |
| ItemBucket &Bucket = TheTable[BucketNo]; | |
| StringMapEntryBase *BucketItem = Bucket.Item; | |
| // If we found an empty bucket, this key isn't in the table yet, return. | |
| if (BucketItem == 0) | |
| return -1; | |
| if (BucketItem == getTombstoneVal()) { | |
| // Ignore tombstones. | |
| } else if (Bucket.FullHashValue == FullHashValue) { | |
| // 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. | |
| // Do the comparison like this because NameStart isn't necessarily | |
| // null-terminated! | |
| char *ItemStr = (char*)BucketItem+ItemSize; | |
| if (Key == StringRef(ItemStr, BucketItem->getKeyLength())) { | |
| // 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; | |
| } | |
| } | |
| /// RemoveKey - Remove the specified StringMapEntry from the table, but do not | |
| /// delete it. This aborts if the value isn't in the table. | |
| void StringMapImpl::RemoveKey(StringMapEntryBase *V) { | |
| const char *VStr = (char*)V + ItemSize; | |
| StringMapEntryBase *V2 = RemoveKey(StringRef(VStr, V->getKeyLength())); | |
| (void)V2; | |
| assert(V == V2 && "Didn't find key?"); | |
| } | |
| /// RemoveKey - Remove the StringMapEntry for the specified key from the | |
| /// table, returning it. If the key is not in the table, this returns null. | |
| StringMapEntryBase *StringMapImpl::RemoveKey(StringRef Key) { | |
| int Bucket = FindKey(Key); | |
| if (Bucket == -1) return 0; | |
| StringMapEntryBase *Result = TheTable[Bucket].Item; | |
| TheTable[Bucket].Item = getTombstoneVal(); | |
| --NumItems; | |
| ++NumTombstones; | |
| assert(NumItems + NumTombstones <= NumBuckets); | |
| return Result; | |
| } | |
| /// RehashTable - Grow the table, redistributing values into the buckets with | |
| /// the appropriate mod-of-hashtable-size. | |
| void StringMapImpl::RehashTable() { | |
| unsigned NewSize; | |
| // If the hash table is now more than 3/4 full, or if fewer than 1/8 of | |
| // the buckets are empty (meaning that many are filled with tombstones), | |
| // grow/rehash the table. | |
| if (NumItems*4 > NumBuckets*3) { | |
| NewSize = NumBuckets*2; | |
| } else if (NumBuckets-(NumItems+NumTombstones) < NumBuckets/8) { | |
| NewSize = NumBuckets; | |
| } else { | |
| return; | |
| } | |
| // Allocate one extra bucket which will always be non-empty. This allows the | |
| // iterators to stop at end. | |
| ItemBucket *NewTableArray =(ItemBucket*)calloc(NewSize+1, sizeof(ItemBucket)); | |
| NewTableArray[NewSize].Item = (StringMapEntryBase*)2; | |
| // 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 && IB->Item != getTombstoneVal()) { | |
| // 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; | |
| } | |
| // Otherwise probe for a spot. | |
| 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; | |
| } | |
| } | |
| free(TheTable); | |
| TheTable = NewTableArray; | |
| NumBuckets = NewSize; | |
| NumTombstones = 0; | |
| } |