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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __BLI_VECTOR_SET_HH__
#define __BLI_VECTOR_SET_HH__
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/** \file
* \ingroup bli
*
* A `blender::VectorSet<Key>` is an ordered container for elements of type `Key`. It has the same
* interface as `blender::Set` with the following extensions:
* - The insertion order of keys is maintained as long as no elements are removed.
* - The keys are stored in a contiguous array.
*
* All core operations (add, remove and contains) can be done in O(1) amortized expected time.
*
* Using a VectorSet instead of a normal Set can be benefitial in any of the following
* circumstances:
* - The insertion order is important.
* - Iteration over all keys has to be fast.
* - The keys in the set are supposed to be passed to a function that does not have to know that
* the keys are stored in a set. With a VectorSet, one can get an ArrayRef containing all keys
* without additional copies.
*
* blender::VectorSet is implemented using open addressing in a slot array with a power-of-two
* size. Other than in blender::Set, a slot does not contain the key though. Instead it only
* contains an index into an array of keys that is stored separately.
*
* Some noteworthy information:
* - Key must be a movable type.
* - Pointers to keys might be invalidated, when the vector set is changed or moved.
* - The hash function can be customized. See BLI_hash.hh for details.
* - The probing strategy can be customized. See BLI_probing_strategies.hh for details.
* - The slot type can be customized. See BLI_vector_set_slots.hh for details.
* - The methods `add_new` and `remove_contained` should be used instead of `add` and `remove`
* whenever appropriate. Assumptions and intention are described better this way.
* - Using a range-for loop over a vector set, is as efficient as iterating over an array (because
* it is the same thing).
* - Lookups can be performed using types other than Key without conversion. For that use the
* methods ending with `_as`. The template parameters Hash and IsEqual have to support the other
* key type. This can greatly improve performance when the strings are used as keys.
* - The default constructor is cheap.
* - The `print_stats` method can be used to get information about the distribution of keys and
* memory usage.
*
* Possible Improvements:
* - Small buffer optimization for the keys.
*/
#include "BLI_array.hh"
#include "BLI_hash.hh"
#include "BLI_hash_tables.hh"
#include "BLI_probing_strategies.hh"
#include "BLI_vector_set_slots.hh"
namespace blender {
template<
/**
* Type of the elements that are stored in this set. It has to be movable. Furthermore, the
* hash and is-equal functions have to support it.
*/
typename Key,
/**
* The strategy used to deal with collisions. They are defined in BLI_probing_strategies.hh.
*/
typename ProbingStrategy = DefaultProbingStrategy,
/**
* The hash function used to hash the keys. There is a default for many types. See BLI_hash.hh
* for examples on how to define a custom hash function.
*/
typename Hash = DefaultHash<Key>,
/**
* The equality operator used to compare keys. By default it will simply compare keys using the
* `==` operator.
*/
typename IsEqual = DefaultEquality,
/**
* This is what will actually be stored in the hash table array. At a minimum a slot has to be
* able to hold an array index and information about whether the slot is empty, occupied or
* removed. Using a non-standard slot type can improve performance for some types.
* Also see BLI_vector_set_slots.hh.
*/
typename Slot = typename DefaultVectorSetSlot<Key>::type,
/**
* The allocator used by this set. Should rarely be changed, except when you don't want that
* MEM_* etc. is used internally.
*/
typename Allocator = GuardedAllocator>
class VectorSet {
private:
/**
* Slots are either empty, occupied or removed. The number of occupied slots can be computed by
* subtracting the removed slots from the occupied-and-removed slots.
*/
uint32_t m_removed_slots;
uint32_t m_occupied_and_removed_slots;
/**
* The maximum number of slots that can be used (either occupied or removed) until the set has to
* grow. This is the total number of slots times the max load factor.
*/
uint32_t m_usable_slots;
/**
* The number of slots minus one. This is a bit mask that can be used to turn any integer into a
* valid slot index efficiently.
*/
uint32_t m_slot_mask;
/** This is called to hash incoming keys. */
Hash m_hash;
/** This is called to check equality of two keys. */
IsEqual m_is_equal;
/** The max load factor is 1/2 = 50% by default. */
#define LOAD_FACTOR 1, 2
LoadFactor m_max_load_factor = LoadFactor(LOAD_FACTOR);
using SlotArray = Array<Slot, LoadFactor::compute_total_slots(4, LOAD_FACTOR), Allocator>;
#undef LOAD_FACTOR
/**
* This is the array that contains the actual slots. There is always at least one empty slot and
* the size of the array is a power of two.
*/
SlotArray m_slots;
/**
* Pointer to an array that contains all keys. The keys are sorted by insertion order as long as
* no keys are removed. The first set->size() elements in this array are initialized. The
* capacity of the array is m_usable_slots.
*/
Key *m_keys;
/** Iterate over a slot index sequence for a given hash. */
#define VECTOR_SET_SLOT_PROBING_BEGIN(HASH, R_SLOT) \
SLOT_PROBING_BEGIN (ProbingStrategy, HASH, m_slot_mask, SLOT_INDEX) \
auto &R_SLOT = m_slots[SLOT_INDEX];
#define VECTOR_SET_SLOT_PROBING_END() SLOT_PROBING_END()
public:
/**
* Initialize an empty vector set. This is a cheap operation and won't do an allocation. This is
* necessary to avoid a high cost when no elements are added at all. An optimized grow operation
* is performed on the first insertion.
*/
VectorSet()
: m_removed_slots(0),
m_occupied_and_removed_slots(0),
m_usable_slots(0),
m_slot_mask(0),
m_slots(1),
m_keys(nullptr)
{
}
/**
* Construct a vector set that contains the given keys. Duplicates will be removed automatically.
*/
VectorSet(const std::initializer_list<Key> &keys) : VectorSet()
{
this->add_multiple(keys);
}
~VectorSet()
{
destruct_n(m_keys, this->size());
if (m_keys != nullptr) {
this->deallocate_keys_array(m_keys);
}
}
VectorSet(const VectorSet &other)
: m_removed_slots(other.m_removed_slots),
m_occupied_and_removed_slots(other.m_occupied_and_removed_slots),
m_usable_slots(other.m_usable_slots),
m_slot_mask(other.m_slot_mask),
m_slots(other.m_slots)
{
m_keys = this->allocate_keys_array(m_usable_slots);
uninitialized_copy_n(other.m_keys, other.size(), m_keys);
}
VectorSet(VectorSet &&other) noexcept
: m_removed_slots(other.m_removed_slots),
m_occupied_and_removed_slots(other.m_occupied_and_removed_slots),
m_usable_slots(other.m_usable_slots),
m_slot_mask(other.m_slot_mask),
m_slots(std::move(other.m_slots)),
m_keys(other.m_keys)
{
other.m_removed_slots = 0;
other.m_occupied_and_removed_slots = 0;
other.m_usable_slots = 0;
other.m_slot_mask = 0;
other.m_slots = SlotArray(1);
other.m_keys = nullptr;
}
VectorSet &operator=(const VectorSet &other)
{
if (this == &other) {
return *this;
}
this->~VectorSet();
new (this) VectorSet(other);
return *this;
}
VectorSet &operator=(VectorSet &&other)
{
if (this == &other) {
return *this;
}
this->~VectorSet();
new (this) VectorSet(std::move(other));
return *this;
}
/**
* Add a new key to the vector set. This invokes undefined behavior when the key is in the set
* already. When you know for certain that a key is not in the set yet, use this method for
* better performance. This also expresses the intent better.
*/
void add_new(const Key &key)
{
this->add_new__impl(key, m_hash(key));
}
void add_new(Key &&key)
{
this->add_new__impl(std::move(key), m_hash(key));
}
/**
* Add a key to the vector set. If the key exists in the set already, nothing is done. The return
* value is true if the key was newly added.
*
* This is similar to std::unordered_set::insert.
*/
bool add(const Key &key)
{
return this->add_as(key);
}
bool add(Key &&key)
{
return this->add_as(std::move(key));
}
/**
* Same as `add`, but accepts other key types that are supported by the hash function.
*/
template<typename ForwardKey> bool add_as(ForwardKey &&key)
{
return this->add__impl(std::forward<ForwardKey>(key), m_hash(key));
}
/**
* Convenience function to add many keys to the vector set at once. Duplicates are removed
* automatically.
*
* We might be able to make this faster than sequentially adding all keys, but that is not
* implemented yet.
*/
void add_multiple(ArrayRef<Key> keys)
{
for (const Key &key : keys) {
this->add(key);
}
}
/**
* Returns true if the key is in the vector set.
*
* This is similar to std::unordered_set::find() != std::unordered_set::end().
*/
bool contains(const Key &key) const
{
return this->contains_as(key);
}
/**
* Same as `contains`, but accepts other key types that are supported by the hash function.
*/
template<typename ForwardKey> bool contains_as(const ForwardKey &key) const
{
return this->contains__impl(key, m_hash(key));
}
/**
* Deletes the key from the set. Returns true when the key existed in the set and is now removed.
* This might change the order of elements in the vector.
*
* This is similar to std::unordered_set::erase.
*/
bool remove(const Key &key)
{
return this->remove_as(key);
}
/**
* Same as `remove`, but accepts other key types that are supported by the hash function.
*/
template<typename ForwardKey> bool remove_as(const ForwardKey &key)
{
return this->remove__impl(key, m_hash(key));
}
/**
* Deletes the key from the set. This invokes undefined behavior when the key is not in the set.
* It might change the order of elements in the vector.
*/
void remove_contained(const Key &key)
{
this->remove_contained_as(key);
}
/**
* Same as `remove_contained`, but accepts other key types that are supported by the hash
* function.
*/
template<typename ForwardKey> void remove_contained_as(const ForwardKey &key)
{
this->remove_contained__impl(key, m_hash(key));
}
/**
* Delete and return a key from the set. This will remove the last element in the vector. The
* order of the remaining elements in the set is not changed.
*/
Key pop()
{
return this->pop__impl();
}
/**
* Return the location of the key in the vector. It is assumed, that the key is in the vector
* set. If this is not necessarily the case, use `index_of_try`.
*/
uint32_t index_of(const Key &key) const
{
return this->index_of_as(key);
}
/**
* Same as `index_of`, but accepts other key types that are supported by the hash function.
*/
template<typename ForwardKey> uint32_t index_of_as(const ForwardKey &key) const
{
return this->index_of__impl(key, m_hash(key));
}
/**
* Return the location of the key in the vector. If the key is not in the set, -1 is returned.
* If you know for sure that the key is in the set, it is better to use `index_of` instead.
*/
int32_t index_of_try(const Key &key) const
{
return (int32_t)this->index_of_try_as(key);
}
/**
* Same as `index_of_try`, but accepts other key types that are supported by the hash function.
*/
template<typename ForwardKey> int32_t index_of_try_as(const ForwardKey &key) const
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{
return this->index_of_try__impl(key, m_hash(key));
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}
/**
* Get a pointer to the beginning of the array containing all keys.
*/
const Key *data() const
{
return m_keys;
}
const Key *begin() const
{
return m_keys;
}
const Key *end() const
{
return m_keys + this->size();
}
/**
* Get the key stored at the given position in the vector.
*/
const Key &operator[](uint32_t index) const
{
BLI_assert(index <= this->size());
return m_keys[index];
}
operator ArrayRef<Key>() const
{
return ArrayRef<Key>(m_keys, this->size());
}
/**
* Get an ArrayRef referencing the keys vector. The referenced memory buffer is only valid as
* long as the vector set is not changed.
*
* The keys must not be changed, because this would change their hash value.
*/
ArrayRef<Key> as_ref() const
{
return *this;
}
/**
* Print common statistics like size and collision count. This is useful for debugging purposes.
*/
void print_stats(StringRef name = "") const
{
HashTableStats stats(*this, this->as_ref());
stats.print();
}
/**
* Returns the number of keys stored in the vector set.
*/
uint32_t size() const
{
return m_occupied_and_removed_slots - m_removed_slots;
}
/**
* Returns true if no keys are stored.
*/
bool is_empty() const
{
return m_occupied_and_removed_slots == m_removed_slots;
}
/**
* Returns the number of available slots. This is mostly for debugging purposes.
*/
uint32_t capacity() const
{
return m_slots.size();
}
/**
* Returns the amount of removed slots in the set. This is mostly for debugging purposes.
*/
uint32_t removed_amount() const
{
return m_removed_slots;
}
/**
* Returns the bytes required per element. This is mostly for debugging purposes.
*/
uint32_t size_per_element() const
{
return sizeof(Slot) + sizeof(Key);
}
/**
* Returns the approximate memory requirements of the set in bytes. This is more correct for
* larger sets.
*/
uint32_t size_in_bytes() const
{
return sizeof(Slot) * m_slots.size() + sizeof(Key) * m_usable_slots;
}
/**
* Potentially resize the vector set such that it can hold n elements without doing another grow.
*/
void reserve(uint32_t n)
{
if (m_usable_slots < n) {
this->realloc_and_reinsert(n);
}
}
/**
* Get the number of collisions that the probing strategy has to go through to find the key or
* determine that it is not in the set.
*/
uint32_t count_collisions(const Key &key) const
{
return this->count_collisions__impl(key, m_hash(key));
}
private:
BLI_NOINLINE void realloc_and_reinsert(uint32_t min_usable_slots)
{
uint32_t total_slots, usable_slots;
m_max_load_factor.compute_total_and_usable_slots(
SlotArray::inline_buffer_capacity(), min_usable_slots, &total_slots, &usable_slots);
uint32_t new_slot_mask = total_slots - 1;
/* Optimize the case when the set was empty beforehand. We can avoid some copies here. */
if (this->size() == 0) {
m_slots.~Array();
new (&m_slots) SlotArray(total_slots);
m_removed_slots = 0;
m_occupied_and_removed_slots = 0;
m_usable_slots = usable_slots;
m_slot_mask = new_slot_mask;
m_keys = this->allocate_keys_array(usable_slots);
return;
}
SlotArray new_slots(total_slots);
for (Slot &slot : m_slots) {
if (slot.is_occupied()) {
this->add_after_grow_and_destruct_old(slot, new_slots, new_slot_mask);
}
}
Key *new_keys = this->allocate_keys_array(usable_slots);
uninitialized_relocate_n(m_keys, this->size(), new_keys);
this->deallocate_keys_array(m_keys);
/* All occupied slots have been destructed already and empty/removed slots are assumed to be
* trivially destructible. */
m_slots.clear_without_destruct();
m_slots = std::move(new_slots);
m_keys = new_keys;
m_occupied_and_removed_slots -= m_removed_slots;
m_usable_slots = usable_slots;
m_removed_slots = 0;
m_slot_mask = new_slot_mask;
}
void add_after_grow_and_destruct_old(Slot &old_slot,
SlotArray &new_slots,
uint32_t new_slot_mask)
{
const Key &key = m_keys[old_slot.index()];
uint32_t hash = old_slot.get_hash(key, Hash());
SLOT_PROBING_BEGIN (ProbingStrategy, hash, new_slot_mask, slot_index) {
Slot &slot = new_slots[slot_index];
if (slot.is_empty()) {
slot.relocate_occupied_here(old_slot, hash);
return;
}
}
SLOT_PROBING_END();
}
template<typename ForwardKey> bool contains__impl(const ForwardKey &key, uint32_t hash) const
{
VECTOR_SET_SLOT_PROBING_BEGIN (hash, slot) {
if (slot.is_empty()) {
return false;
}
if (slot.contains(key, m_is_equal, hash, m_keys)) {
return true;
}
}
VECTOR_SET_SLOT_PROBING_END();
}
template<typename ForwardKey> void add_new__impl(ForwardKey &&key, uint32_t hash)
{
BLI_assert(!this->contains_as(key));
this->ensure_can_add();
VECTOR_SET_SLOT_PROBING_BEGIN (hash, slot) {
if (slot.is_empty()) {
uint32_t index = this->size();
new (m_keys + index) Key(std::forward<ForwardKey>(key));
slot.occupy(index, hash);
m_occupied_and_removed_slots++;
return;
}
}
VECTOR_SET_SLOT_PROBING_END();
}
template<typename ForwardKey> bool add__impl(ForwardKey &&key, uint32_t hash)
{
this->ensure_can_add();
VECTOR_SET_SLOT_PROBING_BEGIN (hash, slot) {
if (slot.is_empty()) {
uint32_t index = this->size();
new (m_keys + index) Key(std::forward<ForwardKey>(key));
m_occupied_and_removed_slots++;
slot.occupy(index, hash);
return true;
}
if (slot.contains(key, m_is_equal, hash, m_keys)) {
return false;
}
}
VECTOR_SET_SLOT_PROBING_END();
}
template<typename ForwardKey> uint32_t index_of__impl(const ForwardKey &key, uint32_t hash) const
{
BLI_assert(this->contains_as(key));
VECTOR_SET_SLOT_PROBING_BEGIN (hash, slot) {
if (slot.contains(key, m_is_equal, hash, m_keys)) {
return slot.index();
}
}
VECTOR_SET_SLOT_PROBING_END();
}
template<typename ForwardKey>
int32_t index_of_try__impl(const ForwardKey &key, uint32_t hash) const
{
VECTOR_SET_SLOT_PROBING_BEGIN (hash, slot) {
if (slot.contains(key, m_is_equal, hash, m_keys)) {
return (int32_t)slot.index();
}
if (slot.is_empty()) {
return -1;
}
}
VECTOR_SET_SLOT_PROBING_END();
}
Key pop__impl()
{
BLI_assert(this->size() > 0);
uint32_t index_to_pop = this->size() - 1;
Key key = std::move(m_keys[index_to_pop]);
m_keys[index_to_pop].~Key();
uint32_t hash = m_hash(key);
m_removed_slots++;
VECTOR_SET_SLOT_PROBING_BEGIN (hash, slot) {
if (slot.has_index(index_to_pop)) {
slot.remove();
return key;
}
}
VECTOR_SET_SLOT_PROBING_END();
}
template<typename ForwardKey> bool remove__impl(const ForwardKey &key, uint32_t hash)
{
VECTOR_SET_SLOT_PROBING_BEGIN (hash, slot) {
if (slot.contains(key, m_is_equal, hash, m_keys)) {
this->remove_key_internal(slot);
return true;
}
if (slot.is_empty()) {
return false;
}
}
VECTOR_SET_SLOT_PROBING_END();
}
template<typename ForwardKey> void remove_contained__impl(const ForwardKey &key, uint32_t hash)
{
BLI_assert(this->contains_as(key));
VECTOR_SET_SLOT_PROBING_BEGIN (hash, slot) {
if (slot.contains(key, m_is_equal, hash, m_keys)) {
this->remove_key_internal(slot);
return;
}
}
VECTOR_SET_SLOT_PROBING_END();
}
void remove_key_internal(Slot &slot)
{
uint32_t index_to_remove = slot.index();
uint32_t size = this->size();
uint32_t last_element_index = size - 1;
if (index_to_remove < last_element_index) {
m_keys[index_to_remove] = std::move(m_keys[last_element_index]);
this->update_slot_index(m_keys[index_to_remove], last_element_index, index_to_remove);
}
m_keys[last_element_index].~Key();
slot.remove();
m_removed_slots++;
return;
}
void update_slot_index(const Key &key, uint32_t old_index, uint32_t new_index)
{
uint32_t hash = m_hash(key);
VECTOR_SET_SLOT_PROBING_BEGIN (hash, slot) {
if (slot.has_index(old_index)) {
slot.update_index(new_index);
return;
}
}
VECTOR_SET_SLOT_PROBING_END();
}
template<typename ForwardKey>
uint32_t count_collisions__impl(const ForwardKey &key, uint32_t hash) const
{
uint32_t collisions = 0;
VECTOR_SET_SLOT_PROBING_BEGIN (hash, slot) {
if (slot.contains(key, m_is_equal, hash, m_keys)) {
return collisions;
}
if (slot.is_empty()) {
return collisions;
}
collisions++;
}
VECTOR_SET_SLOT_PROBING_END();
}
void ensure_can_add()
{
if (m_occupied_and_removed_slots >= m_usable_slots) {
this->realloc_and_reinsert(this->size() + 1);
BLI_assert(m_occupied_and_removed_slots < m_usable_slots);
}
}
Key *allocate_keys_array(uint32_t size)
{
return (Key *)m_slots.allocator().allocate((uint32_t)sizeof(Key) * size, alignof(Key), AT);
}
void deallocate_keys_array(Key *keys)
{
m_slots.allocator().deallocate(keys);
}
};
} // namespace blender
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#endif /* __BLI_VECTOR_SET_HH__ */