[Mesa-dev] [PATCH v3 04/63] mesa: move some hash declarations to hash.h

Samuel Pitoiset samuel.pitoiset at gmail.com
Fri Jun 9 13:35:02 UTC 2017


These will be used by the bindless hash tables to initialize
the default deleted key value.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
---
 src/mesa/main/hash.c | 56 ----------------------------------------------------
 src/mesa/main/hash.h | 56 ++++++++++++++++++++++++++++++++++++++++++++++++++++
 2 files changed, 56 insertions(+), 56 deletions(-)

diff --git a/src/mesa/main/hash.c b/src/mesa/main/hash.c
index d716412559..d0e575ea6b 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 b44959eb13..02960e3b35 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.
-- 
2.13.1



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