mirror of
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synced 2025-07-17 23:06:29 +02:00
Move solution and projects to src
This commit is contained in:
parent
cd124bda58
commit
cee7121058
3466 changed files with 55 additions and 55 deletions
113
src/Ryujinx.Graphics.Gpu/Shader/HashTable/HashState.cs
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113
src/Ryujinx.Graphics.Gpu/Shader/HashTable/HashState.cs
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@ -0,0 +1,113 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader.HashTable
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{
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/// <summary>
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/// State of a hash calculation.
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/// </summary>
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struct HashState
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{
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// This is using a slightly modified implementation of FastHash64.
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// Reference: https://github.com/ztanml/fast-hash/blob/master/fasthash.c
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private const ulong M = 0x880355f21e6d1965UL;
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private ulong _hash;
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private int _start;
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/// <summary>
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/// One shot hash calculation for a given data.
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/// </summary>
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/// <param name="data">Data to be hashed</param>
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/// <returns>Hash of the given data</returns>
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public static uint CalcHash(ReadOnlySpan<byte> data)
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{
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HashState state = new HashState();
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state.Initialize();
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state.Continue(data);
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return state.Finalize(data);
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}
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/// <summary>
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/// Initializes the hash state.
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/// </summary>
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public void Initialize()
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{
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_hash = 23;
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}
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/// <summary>
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/// Calculates the hash of the given data.
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/// </summary>
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/// <remarks>
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/// The full data must be passed on <paramref name="data"/>.
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/// If this is not the first time the method is called, then <paramref name="data"/> must start with the data passed on the last call.
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/// If a smaller slice of the data was already hashed before, only the additional data will be hashed.
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/// This can be used for additive hashing of data in chuncks.
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/// </remarks>
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/// <param name="data">Data to be hashed</param>
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public void Continue(ReadOnlySpan<byte> data)
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{
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ulong h = _hash;
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ReadOnlySpan<ulong> dataAsUlong = MemoryMarshal.Cast<byte, ulong>(data.Slice(_start));
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for (int i = 0; i < dataAsUlong.Length; i++)
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{
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ulong value = dataAsUlong[i];
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h ^= Mix(value);
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h *= M;
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}
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_hash = h;
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_start = data.Length & ~7;
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}
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/// <summary>
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/// Performs the hash finalization step, and returns the calculated hash.
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/// </summary>
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/// <remarks>
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/// The full data must be passed on <paramref name="data"/>.
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/// <paramref name="data"/> must start with the data passed on the last call to <see cref="Continue"/>.
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/// No internal state is changed, so one can still continue hashing data with <see cref="Continue"/>
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/// after calling this method.
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/// </remarks>
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/// <param name="data">Data to be hashed</param>
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/// <returns>Hash of all the data hashed with this <see cref="HashState"/></returns>
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public uint Finalize(ReadOnlySpan<byte> data)
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{
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ulong h = _hash;
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int remainder = data.Length & 7;
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if (remainder != 0)
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{
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ulong v = 0;
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for (int i = data.Length - remainder; i < data.Length; i++)
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{
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v |= (ulong)data[i] << ((i - remainder) * 8);
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}
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h ^= Mix(v);
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h *= M;
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}
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h = Mix(h);
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return (uint)(h - (h >> 32));
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}
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/// <summary>
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/// Hash mix function.
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/// </summary>
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/// <param name="h">Hash to mix</param>
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/// <returns>Mixed hash</returns>
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private static ulong Mix(ulong h)
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{
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h ^= h >> 23;
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h *= 0x2127599bf4325c37UL;
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h ^= h >> 47;
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return h;
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}
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}
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}
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27
src/Ryujinx.Graphics.Gpu/Shader/HashTable/IDataAccessor.cs
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27
src/Ryujinx.Graphics.Gpu/Shader/HashTable/IDataAccessor.cs
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@ -0,0 +1,27 @@
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using System;
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namespace Ryujinx.Graphics.Gpu.Shader.HashTable
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{
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/// <summary>
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/// Data accessor, used by <see cref="PartitionedHashTable{T}"/> to access data of unknown length.
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/// </summary>
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/// <remarks>
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/// This will be used to access chuncks of data and try finding a match on the table.
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/// This is necessary because the data size is assumed to be unknown, and so the
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/// hash table must try to "guess" the size of the data based on the entries on the table.
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/// </remarks>
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public interface IDataAccessor
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{
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/// <summary>
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/// Gets a span of shader code at the specified offset, with at most the specified size.
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/// </summary>
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/// <remarks>
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/// This might return a span smaller than the requested <paramref name="length"/> if there's
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/// no more code available.
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/// </remarks>
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/// <param name="offset">Offset in shader code</param>
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/// <param name="length">Size in bytes</param>
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/// <returns>Shader code span</returns>
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ReadOnlySpan<byte> GetSpan(int offset, int length);
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}
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}
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451
src/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionHashTable.cs
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451
src/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionHashTable.cs
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@ -0,0 +1,451 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace Ryujinx.Graphics.Gpu.Shader.HashTable
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{
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/// <summary>
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/// Partitioned hash table.
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/// </summary>
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/// <typeparam name="T">Hash table entry type</typeparam>
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class PartitionHashTable<T>
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{
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/// <summary>
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/// Hash table entry.
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/// </summary>
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private struct Entry
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{
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/// <summary>
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/// Hash <see cref="OwnSize"/> bytes of <see cref="Data"/>.
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/// </summary>
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public readonly uint Hash;
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/// <summary>
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/// If this entry is only a sub-region of <see cref="Data"/>, this indicates the size in bytes
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/// of that region. Otherwise, it should be zero.
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/// </summary>
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public readonly int OwnSize;
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/// <summary>
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/// Data used to compute the hash for this entry.
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/// </summary>
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/// <remarks>
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/// To avoid additional allocations, this might be a instance of the full entry data,
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/// and only a sub-region of it might be actually used by this entry. Such sub-region
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/// has its size indicated by <see cref="OwnSize"/> in this case.
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/// </remarks>
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public readonly byte[] Data;
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/// <summary>
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/// Item associated with this entry.
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/// </summary>
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public T Item;
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/// <summary>
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/// Indicates if the entry is partial, which means that this entry is only for a sub-region of the data.
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/// </summary>
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/// <remarks>
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/// Partial entries have no items associated with them. They just indicates that the data might be present on
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/// the table, and one must keep looking for the full entry on other tables of larger data size.
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/// </remarks>
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public bool IsPartial => OwnSize != 0;
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/// <summary>
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/// Creates a new partial hash table entry.
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/// </summary>
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/// <param name="hash">Hash of the data</param>
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/// <param name="ownerData">Full data</param>
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/// <param name="ownSize">Size of the sub-region of data that belongs to this entry</param>
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public Entry(uint hash, byte[] ownerData, int ownSize)
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{
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Hash = hash;
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OwnSize = ownSize;
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Data = ownerData;
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Item = default;
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}
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/// <summary>
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/// Creates a new full hash table entry.
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/// </summary>
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/// <param name="hash">Hash of the data</param>
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/// <param name="data">Data</param>
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/// <param name="item">Item associated with this entry</param>
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public Entry(uint hash, byte[] data, T item)
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{
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Hash = hash;
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OwnSize = 0;
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Data = data;
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Item = item;
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}
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/// <summary>
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/// Gets the data for this entry, either full or partial.
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/// </summary>
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/// <returns>Data sub-region</returns>
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public ReadOnlySpan<byte> GetData()
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{
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if (OwnSize != 0)
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{
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return new ReadOnlySpan<byte>(Data).Slice(0, OwnSize);
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}
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return Data;
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}
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}
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/// <summary>
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/// Hash table bucket.
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/// </summary>
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private struct Bucket
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{
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/// <summary>
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/// Inline entry, to avoid allocations for the common single entry case.
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/// </summary>
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public Entry InlineEntry;
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/// <summary>
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/// List of additional entries for the not-so-common multiple entries case.
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/// </summary>
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public List<Entry> MoreEntries;
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}
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private Bucket[] _buckets;
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private int _count;
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/// <summary>
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/// Total amount of entries on the hash table.
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/// </summary>
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public int Count => _count;
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/// <summary>
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/// Creates a new instance of the partitioned hash table.
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/// </summary>
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public PartitionHashTable()
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{
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_buckets = Array.Empty<Bucket>();
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}
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/// <summary>
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/// Gets an item on the table, or adds a new one if not present.
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/// </summary>
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/// <param name="data">Data</param>
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/// <param name="dataHash">Hash of the data</param>
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/// <param name="item">Item to be added if not found</param>
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/// <returns>Existing item if found, or <paramref name="item"/> if not found</returns>
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public T GetOrAdd(byte[] data, uint dataHash, T item)
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{
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if (TryFindItem(dataHash, data, out T existingItem))
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{
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return existingItem;
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}
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Entry entry = new Entry(dataHash, data, item);
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AddToBucket(dataHash, ref entry);
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return item;
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}
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/// <summary>
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/// Adds an item to the hash table.
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/// </summary>
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/// <param name="data">Data</param>
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/// <param name="dataHash">Hash of the data</param>
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/// <param name="item">Item to be added</param>
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/// <returns>True if the item was added, false due to an item associated with the data already being on the table</returns>
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public bool Add(byte[] data, uint dataHash, T item)
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{
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if (TryFindItem(dataHash, data, out _))
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{
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return false;
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}
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Entry entry = new Entry(dataHash, data, item);
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AddToBucket(dataHash, ref entry);
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return true;
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}
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/// <summary>
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/// Adds a partial entry to the hash table.
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/// </summary>
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/// <param name="ownerData">Full data</param>
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/// <param name="ownSize">Size of the sub-region of <paramref name="ownerData"/> used by the partial entry</param>
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/// <returns>True if added, false otherwise</returns>
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public bool AddPartial(byte[] ownerData, int ownSize)
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{
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ReadOnlySpan<byte> data = new ReadOnlySpan<byte>(ownerData).Slice(0, ownSize);
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return AddPartial(ownerData, HashState.CalcHash(data), ownSize);
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}
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/// <summary>
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/// Adds a partial entry to the hash table.
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/// </summary>
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/// <param name="ownerData">Full data</param>
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/// <param name="dataHash">Hash of the data sub-region</param>
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/// <param name="ownSize">Size of the sub-region of <paramref name="ownerData"/> used by the partial entry</param>
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/// <returns>True if added, false otherwise</returns>
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public bool AddPartial(byte[] ownerData, uint dataHash, int ownSize)
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{
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ReadOnlySpan<byte> data = new ReadOnlySpan<byte>(ownerData).Slice(0, ownSize);
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if (TryFindItem(dataHash, data, out _))
|
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{
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return false;
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}
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Entry entry = new Entry(dataHash, ownerData, ownSize);
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AddToBucket(dataHash, ref entry);
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return true;
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}
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/// <summary>
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/// Adds entry with a given hash to the table.
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/// </summary>
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/// <param name="dataHash">Hash of the entry</param>
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/// <param name="entry">Entry</param>
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private void AddToBucket(uint dataHash, ref Entry entry)
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{
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int pow2Count = GetPow2Count(++_count);
|
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if (pow2Count != _buckets.Length)
|
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{
|
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Rebuild(pow2Count);
|
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}
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ref Bucket bucket = ref GetBucketForHash(dataHash);
|
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AddToBucket(ref bucket, ref entry);
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}
|
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|
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/// <summary>
|
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/// Adds an entry to a bucket.
|
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/// </summary>
|
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/// <param name="bucket">Bucket to add the entry into</param>
|
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/// <param name="entry">Entry to be added</param>
|
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private void AddToBucket(ref Bucket bucket, ref Entry entry)
|
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{
|
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if (bucket.InlineEntry.Data == null)
|
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{
|
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bucket.InlineEntry = entry;
|
||||
}
|
||||
else
|
||||
{
|
||||
(bucket.MoreEntries ??= new List<Entry>()).Add(entry);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates partial entries on a new hash table for all existing full entries.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This should be called every time a new hash table is created, and there are hash
|
||||
/// tables with data sizes that are higher than that of the new table.
|
||||
/// This will then fill the new hash table with "partial" entries of full entries
|
||||
/// on the hash tables with higher size.
|
||||
/// </remarks>
|
||||
/// <param name="newTable">New hash table</param>
|
||||
/// <param name="newEntrySize">Size of the data on the new hash table</param>
|
||||
public void FillPartials(PartitionHashTable<T> newTable, int newEntrySize)
|
||||
{
|
||||
for (int i = 0; i < _buckets.Length; i++)
|
||||
{
|
||||
ref Bucket bucket = ref _buckets[i];
|
||||
ref Entry inlineEntry = ref bucket.InlineEntry;
|
||||
|
||||
if (inlineEntry.Data != null)
|
||||
{
|
||||
if (!inlineEntry.IsPartial)
|
||||
{
|
||||
newTable.AddPartial(inlineEntry.Data, newEntrySize);
|
||||
}
|
||||
|
||||
if (bucket.MoreEntries != null)
|
||||
{
|
||||
foreach (Entry entry in bucket.MoreEntries)
|
||||
{
|
||||
if (entry.IsPartial)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
newTable.AddPartial(entry.Data, newEntrySize);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to find an item on the table.
|
||||
/// </summary>
|
||||
/// <param name="dataHash">Hash of <paramref name="data"/></param>
|
||||
/// <param name="data">Data to find</param>
|
||||
/// <param name="item">Item associated with the data</param>
|
||||
/// <returns>True if an item was found, false otherwise</returns>
|
||||
private bool TryFindItem(uint dataHash, ReadOnlySpan<byte> data, out T item)
|
||||
{
|
||||
if (_count == 0)
|
||||
{
|
||||
item = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
ref Bucket bucket = ref GetBucketForHash(dataHash);
|
||||
|
||||
if (bucket.InlineEntry.Data != null)
|
||||
{
|
||||
if (bucket.InlineEntry.Hash == dataHash && bucket.InlineEntry.GetData().SequenceEqual(data))
|
||||
{
|
||||
item = bucket.InlineEntry.Item;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (bucket.MoreEntries != null)
|
||||
{
|
||||
foreach (Entry entry in bucket.MoreEntries)
|
||||
{
|
||||
if (entry.Hash == dataHash && entry.GetData().SequenceEqual(data))
|
||||
{
|
||||
item = entry.Item;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
item = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indicates the result of a hash table lookup.
|
||||
/// </summary>
|
||||
public enum SearchResult
|
||||
{
|
||||
/// <summary>
|
||||
/// No entry was found, the search must continue on hash tables of lower size.
|
||||
/// </summary>
|
||||
NotFound,
|
||||
|
||||
/// <summary>
|
||||
/// A partial entry was found, the search must continue on hash tables of higher size.
|
||||
/// </summary>
|
||||
FoundPartial,
|
||||
|
||||
/// <summary>
|
||||
/// A full entry was found, the search was concluded and the item can be retrieved.
|
||||
/// </summary>
|
||||
FoundFull
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to find an item on the table.
|
||||
/// </summary>
|
||||
/// <param name="dataAccessor">Data accessor</param>
|
||||
/// <param name="size">Size of the hash table data</param>
|
||||
/// <param name="item">The item on the table, if found, otherwise unmodified</param>
|
||||
/// <param name="data">The data on the table, if found, otherwise unmodified</param>
|
||||
/// <returns>Table lookup result</returns>
|
||||
public SearchResult TryFindItem(scoped ref SmartDataAccessor dataAccessor, int size, scoped ref T item, scoped ref byte[] data)
|
||||
{
|
||||
if (_count == 0)
|
||||
{
|
||||
return SearchResult.NotFound;
|
||||
}
|
||||
|
||||
ReadOnlySpan<byte> dataSpan = dataAccessor.GetSpanAndHash(size, out uint dataHash);
|
||||
|
||||
if (dataSpan.Length != size)
|
||||
{
|
||||
return SearchResult.NotFound;
|
||||
}
|
||||
|
||||
ref Bucket bucket = ref GetBucketForHash(dataHash);
|
||||
|
||||
if (bucket.InlineEntry.Data != null)
|
||||
{
|
||||
if (bucket.InlineEntry.Hash == dataHash && bucket.InlineEntry.GetData().SequenceEqual(dataSpan))
|
||||
{
|
||||
item = bucket.InlineEntry.Item;
|
||||
data = bucket.InlineEntry.Data;
|
||||
return bucket.InlineEntry.IsPartial ? SearchResult.FoundPartial : SearchResult.FoundFull;
|
||||
}
|
||||
|
||||
if (bucket.MoreEntries != null)
|
||||
{
|
||||
foreach (Entry entry in bucket.MoreEntries)
|
||||
{
|
||||
if (entry.Hash == dataHash && entry.GetData().SequenceEqual(dataSpan))
|
||||
{
|
||||
item = entry.Item;
|
||||
data = entry.Data;
|
||||
return entry.IsPartial ? SearchResult.FoundPartial : SearchResult.FoundFull;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return SearchResult.NotFound;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rebuilds the table for a new count.
|
||||
/// </summary>
|
||||
/// <param name="newPow2Count">New power of two count of the table</param>
|
||||
private void Rebuild(int newPow2Count)
|
||||
{
|
||||
Bucket[] newBuckets = new Bucket[newPow2Count];
|
||||
|
||||
uint mask = (uint)newPow2Count - 1;
|
||||
|
||||
for (int i = 0; i < _buckets.Length; i++)
|
||||
{
|
||||
ref Bucket bucket = ref _buckets[i];
|
||||
|
||||
if (bucket.InlineEntry.Data != null)
|
||||
{
|
||||
AddToBucket(ref newBuckets[(int)(bucket.InlineEntry.Hash & mask)], ref bucket.InlineEntry);
|
||||
|
||||
if (bucket.MoreEntries != null)
|
||||
{
|
||||
foreach (Entry entry in bucket.MoreEntries)
|
||||
{
|
||||
Entry entryCopy = entry;
|
||||
AddToBucket(ref newBuckets[(int)(entry.Hash & mask)], ref entryCopy);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_buckets = newBuckets;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the bucket for a given hash.
|
||||
/// </summary>
|
||||
/// <param name="hash">Data hash</param>
|
||||
/// <returns>Bucket for the hash</returns>
|
||||
private ref Bucket GetBucketForHash(uint hash)
|
||||
{
|
||||
int index = (int)(hash & (_buckets.Length - 1));
|
||||
|
||||
return ref _buckets[index];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a power of two count from a regular count.
|
||||
/// </summary>
|
||||
/// <param name="count">Count</param>
|
||||
/// <returns>Power of two count</returns>
|
||||
private static int GetPow2Count(int count)
|
||||
{
|
||||
// This returns the nearest power of two that is lower than count.
|
||||
// This was done to optimize memory usage rather than performance.
|
||||
return 1 << BitOperations.Log2((uint)count);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,244 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Shader.HashTable
|
||||
{
|
||||
/// <summary>
|
||||
/// Partitioned hash table.
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public class PartitionedHashTable<T>
|
||||
{
|
||||
/// <summary>
|
||||
/// Entry for a given data size.
|
||||
/// </summary>
|
||||
private readonly struct SizeEntry
|
||||
{
|
||||
/// <summary>
|
||||
/// Size for the data that will be stored on the hash table on this entry.
|
||||
/// </summary>
|
||||
public int Size { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Number of entries on the hash table.
|
||||
/// </summary>
|
||||
public int TableCount => _table.Count;
|
||||
|
||||
private readonly PartitionHashTable<T> _table;
|
||||
|
||||
/// <summary>
|
||||
/// Creates an entry for a given size.
|
||||
/// </summary>
|
||||
/// <param name="size">Size of the data to be stored on this entry</param>
|
||||
public SizeEntry(int size)
|
||||
{
|
||||
Size = size;
|
||||
_table = new PartitionHashTable<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an item for existing data, or adds a new one.
|
||||
/// </summary>
|
||||
/// <param name="data">Data associated with the item</param>
|
||||
/// <param name="dataHash">Hash of <paramref name="data"/></param>
|
||||
/// <param name="item">Item to be added</param>
|
||||
/// <returns>Existing item, or <paramref name="item"/> if not present</returns>
|
||||
public T GetOrAdd(byte[] data, uint dataHash, T item)
|
||||
{
|
||||
Debug.Assert(data.Length == Size);
|
||||
return _table.GetOrAdd(data, dataHash, item);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a new item.
|
||||
/// </summary>
|
||||
/// <param name="data">Data associated with the item</param>
|
||||
/// <param name="dataHash">Hash of <paramref name="data"/></param>
|
||||
/// <param name="item">Item to be added</param>
|
||||
/// <returns>True if added, false otherwise</returns>
|
||||
public bool Add(byte[] data, uint dataHash, T item)
|
||||
{
|
||||
Debug.Assert(data.Length == Size);
|
||||
return _table.Add(data, dataHash, item);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a partial entry.
|
||||
/// </summary>
|
||||
/// <param name="ownerData">Full entry data</param>
|
||||
/// <param name="dataHash">Hash of the sub-region of the data that belongs to this entry</param>
|
||||
/// <returns>True if added, false otherwise</returns>
|
||||
public bool AddPartial(byte[] ownerData, uint dataHash)
|
||||
{
|
||||
return _table.AddPartial(ownerData, dataHash, Size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills a new hash table with "partials" of existing full entries of higher size.
|
||||
/// </summary>
|
||||
/// <param name="newEntry">Entry with the new hash table</param>
|
||||
public void FillPartials(SizeEntry newEntry)
|
||||
{
|
||||
Debug.Assert(newEntry.Size < Size);
|
||||
_table.FillPartials(newEntry._table, newEntry.Size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to find an item on the hash table.
|
||||
/// </summary>
|
||||
/// <param name="dataAccessor">Data accessor</param>
|
||||
/// <param name="item">The item on the table, if found, otherwise unmodified</param>
|
||||
/// <param name="data">The data on the table, if found, otherwise unmodified</param>
|
||||
/// <returns>Table lookup result</returns>
|
||||
public PartitionHashTable<T>.SearchResult TryFindItem(scoped ref SmartDataAccessor dataAccessor, scoped ref T item, scoped ref byte[] data)
|
||||
{
|
||||
return _table.TryFindItem(ref dataAccessor, Size, ref item, ref data);
|
||||
}
|
||||
}
|
||||
|
||||
private readonly List<SizeEntry> _sizeTable;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new partitioned hash table.
|
||||
/// </summary>
|
||||
public PartitionedHashTable()
|
||||
{
|
||||
_sizeTable = new List<SizeEntry>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a new item to the table.
|
||||
/// </summary>
|
||||
/// <param name="data">Data</param>
|
||||
/// <param name="item">Item associated with the data</param>
|
||||
public void Add(byte[] data, T item)
|
||||
{
|
||||
GetOrAdd(data, item);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an existing item from the table, or adds a new one if not present.
|
||||
/// </summary>
|
||||
/// <param name="data">Data</param>
|
||||
/// <param name="item">Item associated with the data</param>
|
||||
/// <returns>Existing item, or <paramref name="item"/> if not present</returns>
|
||||
public T GetOrAdd(byte[] data, T item)
|
||||
{
|
||||
SizeEntry sizeEntry;
|
||||
|
||||
int index = BinarySearch(_sizeTable, data.Length);
|
||||
if (index < _sizeTable.Count && _sizeTable[index].Size == data.Length)
|
||||
{
|
||||
sizeEntry = _sizeTable[index];
|
||||
}
|
||||
else
|
||||
{
|
||||
if (index < _sizeTable.Count && _sizeTable[index].Size < data.Length)
|
||||
{
|
||||
index++;
|
||||
}
|
||||
|
||||
sizeEntry = new SizeEntry(data.Length);
|
||||
|
||||
_sizeTable.Insert(index, sizeEntry);
|
||||
|
||||
for (int i = index + 1; i < _sizeTable.Count; i++)
|
||||
{
|
||||
_sizeTable[i].FillPartials(sizeEntry);
|
||||
}
|
||||
}
|
||||
|
||||
HashState hashState = new HashState();
|
||||
hashState.Initialize();
|
||||
|
||||
for (int i = 0; i < index; i++)
|
||||
{
|
||||
ReadOnlySpan<byte> dataSlice = new ReadOnlySpan<byte>(data).Slice(0, _sizeTable[i].Size);
|
||||
hashState.Continue(dataSlice);
|
||||
_sizeTable[i].AddPartial(data, hashState.Finalize(dataSlice));
|
||||
}
|
||||
|
||||
hashState.Continue(data);
|
||||
return sizeEntry.GetOrAdd(data, hashState.Finalize(data), item);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs binary search on a list of hash tables, each one with a fixed data size.
|
||||
/// </summary>
|
||||
/// <param name="entries">List of hash tables</param>
|
||||
/// <param name="size">Size to search for</param>
|
||||
/// <returns>Index of the hash table with the given size, or nearest one otherwise</returns>
|
||||
private static int BinarySearch(List<SizeEntry> entries, int size)
|
||||
{
|
||||
int left = 0;
|
||||
int middle = 0;
|
||||
int right = entries.Count - 1;
|
||||
|
||||
while (left <= right)
|
||||
{
|
||||
middle = left + ((right - left) >> 1);
|
||||
|
||||
SizeEntry entry = entries[middle];
|
||||
|
||||
if (size == entry.Size)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if (size < entry.Size)
|
||||
{
|
||||
right = middle - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
left = middle + 1;
|
||||
}
|
||||
}
|
||||
|
||||
return middle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to find an item on the table.
|
||||
/// </summary>
|
||||
/// <param name="dataAccessor">Data accessor</param>
|
||||
/// <param name="item">Item, if found</param>
|
||||
/// <param name="data">Data, if found</param>
|
||||
/// <returns>True if the item was found on the table, false otherwise</returns>
|
||||
public bool TryFindItem(IDataAccessor dataAccessor, out T item, out byte[] data)
|
||||
{
|
||||
SmartDataAccessor sda = new SmartDataAccessor(dataAccessor);
|
||||
|
||||
item = default;
|
||||
data = null;
|
||||
|
||||
int left = 0;
|
||||
int right = _sizeTable.Count;
|
||||
|
||||
while (left != right)
|
||||
{
|
||||
int index = left + ((right - left) >> 1);
|
||||
|
||||
PartitionHashTable<T>.SearchResult result = _sizeTable[index].TryFindItem(ref sda, ref item, ref data);
|
||||
|
||||
if (result == PartitionHashTable<T>.SearchResult.FoundFull)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (result == PartitionHashTable<T>.SearchResult.NotFound)
|
||||
{
|
||||
right = index;
|
||||
}
|
||||
else /* if (result == PartitionHashTable<T>.SearchResult.FoundPartial) */
|
||||
{
|
||||
left = index + 1;
|
||||
}
|
||||
}
|
||||
|
||||
data = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,96 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Shader.HashTable
|
||||
{
|
||||
/// <summary>
|
||||
/// Smart data accessor that can cache data and hashes to avoid reading and re-hashing the same memory regions.
|
||||
/// </summary>
|
||||
ref struct SmartDataAccessor
|
||||
{
|
||||
private readonly IDataAccessor _dataAccessor;
|
||||
private ReadOnlySpan<byte> _data;
|
||||
private readonly SortedList<int, HashState> _cachedHashes;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new smart data accessor.
|
||||
/// </summary>
|
||||
/// <param name="dataAccessor">Data accessor</param>
|
||||
public SmartDataAccessor(IDataAccessor dataAccessor)
|
||||
{
|
||||
_dataAccessor = dataAccessor;
|
||||
_data = ReadOnlySpan<byte>.Empty;
|
||||
_cachedHashes = new SortedList<int, HashState>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a spans of a given size.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The actual length of the span returned depends on the <see cref="IDataAccessor"/>
|
||||
/// and might be less than requested.
|
||||
/// </remarks>
|
||||
/// <param name="length">Size in bytes</param>
|
||||
/// <returns>Span with the requested size</returns>
|
||||
public ReadOnlySpan<byte> GetSpan(int length)
|
||||
{
|
||||
if (_data.Length < length)
|
||||
{
|
||||
_data = _dataAccessor.GetSpan(0, length);
|
||||
}
|
||||
else if (_data.Length > length)
|
||||
{
|
||||
return _data.Slice(0, length);
|
||||
}
|
||||
|
||||
return _data;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a span of the requested size, and a hash of its data.
|
||||
/// </summary>
|
||||
/// <param name="length">Length of the span</param>
|
||||
/// <param name="hash">Hash of the span data</param>
|
||||
/// <returns>Span of data</returns>
|
||||
public ReadOnlySpan<byte> GetSpanAndHash(int length, out uint hash)
|
||||
{
|
||||
ReadOnlySpan<byte> data = GetSpan(length);
|
||||
hash = data.Length == length ? CalcHashCached(data) : 0;
|
||||
return data;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the hash for a requested span.
|
||||
/// This will try to use a cached hash if the data was already accessed before, to avoid re-hashing.
|
||||
/// </summary>
|
||||
/// <param name="data">Data to be hashed</param>
|
||||
/// <returns>Hash of the data</returns>
|
||||
private uint CalcHashCached(ReadOnlySpan<byte> data)
|
||||
{
|
||||
HashState state = default;
|
||||
bool found = false;
|
||||
|
||||
for (int i = _cachedHashes.Count - 1; i >= 0; i--)
|
||||
{
|
||||
int cachedHashSize = _cachedHashes.Keys[i];
|
||||
|
||||
if (cachedHashSize < data.Length)
|
||||
{
|
||||
state = _cachedHashes.Values[i];
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!found)
|
||||
{
|
||||
state = new HashState();
|
||||
state.Initialize();
|
||||
}
|
||||
|
||||
state.Continue(data);
|
||||
_cachedHashes[data.Length & ~7] = state;
|
||||
return state.Finalize(data);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue