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      1 //===--- StringMap.cpp - String Hash table map implementation -------------===//
      2 //
      3 //                     The LLVM Compiler Infrastructure
      4 //
      5 // This file is distributed under the University of Illinois Open Source
      6 // License. See LICENSE.TXT for details.
      7 //
      8 //===----------------------------------------------------------------------===//
      9 //
     10 // This file implements the StringMap class.
     11 //
     12 //===----------------------------------------------------------------------===//
     13 
     14 #include "llvm/ADT/StringMap.h"
     15 #include "llvm/ADT/StringExtras.h"
     16 #include <cassert>
     17 using namespace llvm;
     18 
     19 StringMapImpl::StringMapImpl(unsigned InitSize, unsigned itemSize) {
     20   ItemSize = itemSize;
     21 
     22   // If a size is specified, initialize the table with that many buckets.
     23   if (InitSize) {
     24     init(InitSize);
     25     return;
     26   }
     27 
     28   // Otherwise, initialize it with zero buckets to avoid the allocation.
     29   TheTable = 0;
     30   NumBuckets = 0;
     31   NumItems = 0;
     32   NumTombstones = 0;
     33 }
     34 
     35 void StringMapImpl::init(unsigned InitSize) {
     36   assert((InitSize & (InitSize-1)) == 0 &&
     37          "Init Size must be a power of 2 or zero!");
     38   NumBuckets = InitSize ? InitSize : 16;
     39   NumItems = 0;
     40   NumTombstones = 0;
     41 
     42   TheTable = (ItemBucket*)calloc(NumBuckets+1, sizeof(ItemBucket));
     43 
     44   // Allocate one extra bucket, set it to look filled so the iterators stop at
     45   // end.
     46   TheTable[NumBuckets].Item = (StringMapEntryBase*)2;
     47 }
     48 
     49 
     50 /// LookupBucketFor - Look up the bucket that the specified string should end
     51 /// up in.  If it already exists as a key in the map, the Item pointer for the
     52 /// specified bucket will be non-null.  Otherwise, it will be null.  In either
     53 /// case, the FullHashValue field of the bucket will be set to the hash value
     54 /// of the string.
     55 unsigned StringMapImpl::LookupBucketFor(StringRef Name) {
     56   unsigned HTSize = NumBuckets;
     57   if (HTSize == 0) {  // Hash table unallocated so far?
     58     init(16);
     59     HTSize = NumBuckets;
     60   }
     61   unsigned FullHashValue = HashString(Name);
     62   unsigned BucketNo = FullHashValue & (HTSize-1);
     63 
     64   unsigned ProbeAmt = 1;
     65   int FirstTombstone = -1;
     66   while (1) {
     67     ItemBucket &Bucket = TheTable[BucketNo];
     68     StringMapEntryBase *BucketItem = Bucket.Item;
     69     // If we found an empty bucket, this key isn't in the table yet, return it.
     70     if (BucketItem == 0) {
     71       // If we found a tombstone, we want to reuse the tombstone instead of an
     72       // empty bucket.  This reduces probing.
     73       if (FirstTombstone != -1) {
     74         TheTable[FirstTombstone].FullHashValue = FullHashValue;
     75         return FirstTombstone;
     76       }
     77 
     78       Bucket.FullHashValue = FullHashValue;
     79       return BucketNo;
     80     }
     81 
     82     if (BucketItem == getTombstoneVal()) {
     83       // Skip over tombstones.  However, remember the first one we see.
     84       if (FirstTombstone == -1) FirstTombstone = BucketNo;
     85     } else if (Bucket.FullHashValue == FullHashValue) {
     86       // If the full hash value matches, check deeply for a match.  The common
     87       // case here is that we are only looking at the buckets (for item info
     88       // being non-null and for the full hash value) not at the items.  This
     89       // is important for cache locality.
     90 
     91       // Do the comparison like this because Name isn't necessarily
     92       // null-terminated!
     93       char *ItemStr = (char*)BucketItem+ItemSize;
     94       if (Name == StringRef(ItemStr, BucketItem->getKeyLength())) {
     95         // We found a match!
     96         return BucketNo;
     97       }
     98     }
     99 
    100     // Okay, we didn't find the item.  Probe to the next bucket.
    101     BucketNo = (BucketNo+ProbeAmt) & (HTSize-1);
    102 
    103     // Use quadratic probing, it has fewer clumping artifacts than linear
    104     // probing and has good cache behavior in the common case.
    105     ++ProbeAmt;
    106   }
    107 }
    108 
    109 
    110 /// FindKey - Look up the bucket that contains the specified key. If it exists
    111 /// in the map, return the bucket number of the key.  Otherwise return -1.
    112 /// This does not modify the map.
    113 int StringMapImpl::FindKey(StringRef Key) const {
    114   unsigned HTSize = NumBuckets;
    115   if (HTSize == 0) return -1;  // Really empty table?
    116   unsigned FullHashValue = HashString(Key);
    117   unsigned BucketNo = FullHashValue & (HTSize-1);
    118 
    119   unsigned ProbeAmt = 1;
    120   while (1) {
    121     ItemBucket &Bucket = TheTable[BucketNo];
    122     StringMapEntryBase *BucketItem = Bucket.Item;
    123     // If we found an empty bucket, this key isn't in the table yet, return.
    124     if (BucketItem == 0)
    125       return -1;
    126 
    127     if (BucketItem == getTombstoneVal()) {
    128       // Ignore tombstones.
    129     } else if (Bucket.FullHashValue == FullHashValue) {
    130       // If the full hash value matches, check deeply for a match.  The common
    131       // case here is that we are only looking at the buckets (for item info
    132       // being non-null and for the full hash value) not at the items.  This
    133       // is important for cache locality.
    134 
    135       // Do the comparison like this because NameStart isn't necessarily
    136       // null-terminated!
    137       char *ItemStr = (char*)BucketItem+ItemSize;
    138       if (Key == StringRef(ItemStr, BucketItem->getKeyLength())) {
    139         // We found a match!
    140         return BucketNo;
    141       }
    142     }
    143 
    144     // Okay, we didn't find the item.  Probe to the next bucket.
    145     BucketNo = (BucketNo+ProbeAmt) & (HTSize-1);
    146 
    147     // Use quadratic probing, it has fewer clumping artifacts than linear
    148     // probing and has good cache behavior in the common case.
    149     ++ProbeAmt;
    150   }
    151 }
    152 
    153 /// RemoveKey - Remove the specified StringMapEntry from the table, but do not
    154 /// delete it.  This aborts if the value isn't in the table.
    155 void StringMapImpl::RemoveKey(StringMapEntryBase *V) {
    156   const char *VStr = (char*)V + ItemSize;
    157   StringMapEntryBase *V2 = RemoveKey(StringRef(VStr, V->getKeyLength()));
    158   (void)V2;
    159   assert(V == V2 && "Didn't find key?");
    160 }
    161 
    162 /// RemoveKey - Remove the StringMapEntry for the specified key from the
    163 /// table, returning it.  If the key is not in the table, this returns null.
    164 StringMapEntryBase *StringMapImpl::RemoveKey(StringRef Key) {
    165   int Bucket = FindKey(Key);
    166   if (Bucket == -1) return 0;
    167 
    168   StringMapEntryBase *Result = TheTable[Bucket].Item;
    169   TheTable[Bucket].Item = getTombstoneVal();
    170   --NumItems;
    171   ++NumTombstones;
    172   assert(NumItems + NumTombstones <= NumBuckets);
    173 
    174   return Result;
    175 }
    176 
    177 
    178 
    179 /// RehashTable - Grow the table, redistributing values into the buckets with
    180 /// the appropriate mod-of-hashtable-size.
    181 void StringMapImpl::RehashTable() {
    182   unsigned NewSize;
    183 
    184   // If the hash table is now more than 3/4 full, or if fewer than 1/8 of
    185   // the buckets are empty (meaning that many are filled with tombstones),
    186   // grow/rehash the table.
    187   if (NumItems*4 > NumBuckets*3) {
    188     NewSize = NumBuckets*2;
    189   } else if (NumBuckets-(NumItems+NumTombstones) < NumBuckets/8) {
    190     NewSize = NumBuckets;
    191   } else {
    192     return;
    193   }
    194 
    195   // Allocate one extra bucket which will always be non-empty.  This allows the
    196   // iterators to stop at end.
    197   ItemBucket *NewTableArray =(ItemBucket*)calloc(NewSize+1, sizeof(ItemBucket));
    198   NewTableArray[NewSize].Item = (StringMapEntryBase*)2;
    199 
    200   // Rehash all the items into their new buckets.  Luckily :) we already have
    201   // the hash values available, so we don't have to rehash any strings.
    202   for (ItemBucket *IB = TheTable, *E = TheTable+NumBuckets; IB != E; ++IB) {
    203     if (IB->Item && IB->Item != getTombstoneVal()) {
    204       // Fast case, bucket available.
    205       unsigned FullHash = IB->FullHashValue;
    206       unsigned NewBucket = FullHash & (NewSize-1);
    207       if (NewTableArray[NewBucket].Item == 0) {
    208         NewTableArray[FullHash & (NewSize-1)].Item = IB->Item;
    209         NewTableArray[FullHash & (NewSize-1)].FullHashValue = FullHash;
    210         continue;
    211       }
    212 
    213       // Otherwise probe for a spot.
    214       unsigned ProbeSize = 1;
    215       do {
    216         NewBucket = (NewBucket + ProbeSize++) & (NewSize-1);
    217       } while (NewTableArray[NewBucket].Item);
    218 
    219       // Finally found a slot.  Fill it in.
    220       NewTableArray[NewBucket].Item = IB->Item;
    221       NewTableArray[NewBucket].FullHashValue = FullHash;
    222     }
    223   }
    224 
    225   free(TheTable);
    226 
    227   TheTable = NewTableArray;
    228   NumBuckets = NewSize;
    229   NumTombstones = 0;
    230 }
    231