From: Samuel Pitoiset Date: Fri, 9 Jun 2017 11:58:56 +0000 (+0200) Subject: mesa: move some hash declarations to hash.h X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=eeb34af5be5aff36a8ccf94b5d202ef0b9d0c992;p=mesa.git mesa: move some hash declarations to hash.h These will be used by the bindless hash tables to initialize the default deleted key value. Signed-off-by: Samuel Pitoiset --- diff --git a/src/mesa/main/hash.c b/src/mesa/main/hash.c index d7164125599..d0e575ea6b3 100644 --- a/src/mesa/main/hash.c +++ b/src/mesa/main/hash.c @@ -38,62 +38,6 @@ #include "hash.h" #include "util/hash_table.h" -/** - * Magic GLuint object name that gets stored outside of the struct hash_table. - * - * The hash table needs a particular pointer to be the marker for a key that - * was deleted from the table, along with NULL for the "never allocated in the - * table" marker. Legacy GL allows any GLuint to be used as a GL object name, - * and we use a 1:1 mapping from GLuints to key pointers, so we need to be - * able to track a GLuint that happens to match the deleted key outside of - * struct hash_table. We tell the hash table to use "1" as the deleted key - * value, so that we test the deleted-key-in-the-table path as best we can. - */ -#define DELETED_KEY_VALUE 1 - -/** @{ - * Mapping from our use of GLuint as both the key and the hash value to the - * hash_table.h API - * - * There exist many integer hash functions, designed to avoid collisions when - * the integers are spread across key space with some patterns. In GL, the - * pattern (in the case of glGen*()ed object IDs) is that the keys are unique - * contiguous integers starting from 1. Because of that, we just use the key - * as the hash value, to minimize the cost of the hash function. If objects - * are never deleted, we will never see a collision in the table, because the - * table resizes itself when it approaches full, and thus key % table_size == - * key. - * - * The case where we could have collisions for genned objects would be - * something like: glGenBuffers(&a, 100); glDeleteBuffers(&a + 50, 50); - * glGenBuffers(&b, 100), because objects 1-50 and 101-200 are allocated at - * the end of that sequence, instead of 1-150. So far it doesn't appear to be - * a problem. - */ -static bool -uint_key_compare(const void *a, const void *b) -{ - return a == b; -} - -static uint32_t -uint_hash(GLuint id) -{ - return id; -} - -static uint32_t -uint_key_hash(const void *key) -{ - return uint_hash((uintptr_t)key); -} - -static void * -uint_key(GLuint id) -{ - return (void *)(uintptr_t) id; -} -/** @} */ /** * Create a new hash table. diff --git a/src/mesa/main/hash.h b/src/mesa/main/hash.h index b44959eb13e..02960e3b356 100644 --- a/src/mesa/main/hash.h +++ b/src/mesa/main/hash.h @@ -35,6 +35,62 @@ #include "glheader.h" #include "imports.h" +/** + * Magic GLuint object name that gets stored outside of the struct hash_table. + * + * The hash table needs a particular pointer to be the marker for a key that + * was deleted from the table, along with NULL for the "never allocated in the + * table" marker. Legacy GL allows any GLuint to be used as a GL object name, + * and we use a 1:1 mapping from GLuints to key pointers, so we need to be + * able to track a GLuint that happens to match the deleted key outside of + * struct hash_table. We tell the hash table to use "1" as the deleted key + * value, so that we test the deleted-key-in-the-table path as best we can. + */ +#define DELETED_KEY_VALUE 1 + +/** @{ + * Mapping from our use of GLuint as both the key and the hash value to the + * hash_table.h API + * + * There exist many integer hash functions, designed to avoid collisions when + * the integers are spread across key space with some patterns. In GL, the + * pattern (in the case of glGen*()ed object IDs) is that the keys are unique + * contiguous integers starting from 1. Because of that, we just use the key + * as the hash value, to minimize the cost of the hash function. If objects + * are never deleted, we will never see a collision in the table, because the + * table resizes itself when it approaches full, and thus key % table_size == + * key. + * + * The case where we could have collisions for genned objects would be + * something like: glGenBuffers(&a, 100); glDeleteBuffers(&a + 50, 50); + * glGenBuffers(&b, 100), because objects 1-50 and 101-200 are allocated at + * the end of that sequence, instead of 1-150. So far it doesn't appear to be + * a problem. + */ +static inline bool +uint_key_compare(const void *a, const void *b) +{ + return a == b; +} + +static inline uint32_t +uint_hash(GLuint id) +{ + return id; +} + +static inline uint32_t +uint_key_hash(const void *key) +{ + return uint_hash((uintptr_t)key); +} + +static inline void * +uint_key(GLuint id) +{ + return (void *)(uintptr_t) id; +} +/** @} */ /** * The hash table data structure.