/* * 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_SET_HH__ #define __BLI_SET_HH__ /** \file * \ingroup bli * * A `blender::Set` is an unordered container for unique elements of type `Key`. It is * designed to be a more convenient and efficient replacement for `std::unordered_set`. All core * operations (add, remove and contains) can be done in O(1) amortized expected time. * * In most cases, your default choice for a hash set in Blender should be `blender::Set`. * * blender::Set is implemented using open addressing in a slot array with a power-of-two size. * Every slot is in one of three states: empty, occupied or removed. If a slot is occupied, it * contains an instance of the key type. * * Bench-marking and comparing hash tables is hard, because many factors influence the result. The * performance of a hash table depends on the combination of the hash function, probing strategy, * max load factor, key type, slot type and the data distribution. This implementation is designed * to be relatively fast by default in all cases. However, it also offers many customization * points that allow it to be optimized for a specific use case. * * A rudimentary benchmark can be found in BLI_set_test.cc. The results of that benchmark are * there as well. The numbers show that in this specific case blender::Set outperforms * std::unordered_set consistently by a good amount. * * Some noteworthy information: * - Key must be a movable type. * - Pointers to keys might be invalidated when the 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_stragies.hh for details. * - The slot type can be customized. See BLI_set_slots.hh for details. * - Small buffer optimization is enabled by default, if the key is not too large. * - 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. * - Look-ups 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 set contains strings. * - The default constructor is cheap, even when a large #InlineBufferCapacity is used. A large * slot array will only be initialized when the first key is added. * - The `print_stats` method can be used to get information about the distribution of keys and * memory usage of the set. * - The method names don't follow the std::unordered_set names in many cases. Searching for such * names in this file will usually let you discover the new name. * - There is a #StdUnorderedSetWrapper class, that wraps std::unordered_set and gives it the same * interface as blender::Set. This is useful for bench-marking. * * Possible Improvements: * - Use a branch-less loop over slots in grow function (measured ~10% performance improvement when * the distribution of occupied slots is sufficiently random). * - Support max load factor customization. * - Improve performance with large data sets through software prefetching. I got fairly * significant improvements in simple tests (~30% faster). It still needs to be investigated how * to make a nice interface for this functionality. */ #include #include "BLI_array.hh" #include "BLI_hash.hh" #include "BLI_hash_tables.hh" #include "BLI_probing_strategies.hh" #include "BLI_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 minimum number of elements that can be stored in this Set without doing a heap * allocation. This is useful when you expect to have many small sets. However, keep in mind * that (unlike vector) initializing a set has a O(n) cost in the number of slots. * * When Key is large, the small buffer optimization is disabled by default to avoid large * unexpected allocations on the stack. It can still be enabled explicitly though. */ uint32_t InlineBufferCapacity = (sizeof(Key) < 100) ? 4 : 0, /** * 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, /** * 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 a key and information about whether the slot is empty, occupied or removed. * Using a non-standard slot type can improve performance or reduce the memory footprint. For * example, a hash can be stored in the slot, to make inequality checks more efficient. Some * types have special values that can represent an empty or removed state, eliminating the need * for an additional variable. Also see BLI_set_slots.hh. */ typename Slot = typename DefaultSetSlot::type, /** * The allocator used by this set. Should rarely be changed, except when you don't want that * MEM_* is used internally. */ typename Allocator = GuardedAllocator> class Set { 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; #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; /** Iterate over a slot index sequence for a given hash. */ #define 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 SET_SLOT_PROBING_END() SLOT_PROBING_END() public: /** * Initialize an empty set. This is a cheap operation no matter how large the inline buffer * is. 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. */ Set() : m_removed_slots(0), m_occupied_and_removed_slots(0), m_usable_slots(0), m_slot_mask(0), m_slots(1) { } ~Set() = default; /** * Construct a set that contains the given keys. Duplicates will be removed automatically. */ Set(const std::initializer_list &list) : Set() { this->add_multiple(list); } Set(const Set &other) = default; Set(Set &&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_hash(std::move(other.m_hash)), m_is_equal(std::move(other.m_is_equal)), m_slots(std::move(other.m_slots)) { other.~Set(); new (&other) Set(); } Set &operator=(const Set &other) { if (this == &other) { return *this; } this->~Set(); new (this) Set(other); return *this; } Set &operator=(Set &&other) { if (this == &other) { return *this; } this->~Set(); new (this) Set(std::move(other)); return *this; } /** * Add a new key to the 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 set. If the key exists in the set already, nothing is done. The return value * is true if the key was newly added to the set. * * 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 bool add_as(ForwardKey &&key) { return this->add__impl(std::forward(key), m_hash(key)); } /** * Convenience function to add many keys to the 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(Span keys) { for (const Key &key : keys) { this->add(key); } } /** * Convenience function to add many new keys to the set at once. The keys must not exist in the * set before and there must not be duplicates in the array. */ void add_multiple_new(Span keys) { for (const Key &key : keys) { this->add_new(key); } } /** * Returns true if the key is in the 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 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 did exist beforehand, otherwise false. * * 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 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 map. */ 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 void remove_contained_as(const ForwardKey &key) { this->remove_contained__impl(key, m_hash(key)); } /** * An iterator that can iterate over all keys in the set. The iterator is invalidated when the * set is moved or when it is grown. * * Keys returned by this iterator are always const. They should not change, because this might * also change their hash. */ class Iterator { private: const Slot *m_slots; uint32_t m_total_slots; uint32_t m_current_slot; public: Iterator(const Slot *slots, uint32_t total_slots, uint32_t current_slot) : m_slots(slots), m_total_slots(total_slots), m_current_slot(current_slot) { } Iterator &operator++() { while (++m_current_slot < m_total_slots) { if (m_slots[m_current_slot].is_occupied()) { break; } } return *this; } const Key &operator*() const { return *m_slots[m_current_slot].key(); } friend bool operator!=(const Iterator &a, const Iterator &b) { BLI_assert(a.m_slots == b.m_slots); BLI_assert(a.m_total_slots == b.m_total_slots); return a.m_current_slot != b.m_current_slot; } }; Iterator begin() const { for (uint32_t i = 0; i < m_slots.size(); i++) { if (m_slots[i].is_occupied()) { return Iterator(m_slots.data(), m_slots.size(), i); } } return this->end(); } Iterator end() const { return Iterator(m_slots.data(), m_slots.size(), m_slots.size()); } /** * Print common statistics like size and collision count. This is useful for debugging purposes. */ void print_stats(StringRef name = "") const { HashTableStats stats(*this, *this); stats.print(name); } /** * 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)); } /** * Remove all elements from the set. */ void clear() { this->~Set(); new (this) Set(); } /** * Creates a new slot array and reinserts all keys inside of that. This method can be used to get * rid of removed slots. Also this is useful for benchmarking the grow function. */ void rehash() { this->realloc_and_reinsert(this->size()); } /** * Returns the number of keys stored in the 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); } /** * 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(); } /** * Potentially resize the set such that it can hold the specified number of keys without another * grow operation. */ void reserve(uint32_t n) { if (m_usable_slots < n) { this->realloc_and_reinsert(n); } } /** * Returns true if there is a key that exists in both sets. */ static bool Intersects(const Set &a, const Set &b) { /* Make sure we iterate over the shorter set. */ if (a.size() > b.size()) { return Intersects(b, a); } for (const Key &key : a) { if (b.contains(key)) { return true; } } return false; } /** * Returns true if no key from a is also in b and vice versa. */ static bool Disjoint(const Set &a, const Set &b) { return !Intersects(a, b); } 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; return; } /* The grown array that we insert the keys into. */ 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); } } /* 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_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) { uint32_t hash = old_slot.get_hash(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 bool contains__impl(const ForwardKey &key, uint32_t hash) const { SET_SLOT_PROBING_BEGIN (hash, slot) { if (slot.is_empty()) { return false; } if (slot.contains(key, m_is_equal, hash)) { return true; } } SET_SLOT_PROBING_END(); } template void add_new__impl(ForwardKey &&key, uint32_t hash) { BLI_assert(!this->contains_as(key)); this->ensure_can_add(); SET_SLOT_PROBING_BEGIN (hash, slot) { if (slot.is_empty()) { slot.occupy(std::forward(key), hash); m_occupied_and_removed_slots++; return; } } SET_SLOT_PROBING_END(); } template bool add__impl(ForwardKey &&key, uint32_t hash) { this->ensure_can_add(); SET_SLOT_PROBING_BEGIN (hash, slot) { if (slot.is_empty()) { slot.occupy(std::forward(key), hash); m_occupied_and_removed_slots++; return true; } if (slot.contains(key, m_is_equal, hash)) { return false; } } SET_SLOT_PROBING_END(); } template bool remove__impl(const ForwardKey &key, uint32_t hash) { SET_SLOT_PROBING_BEGIN (hash, slot) { if (slot.contains(key, m_is_equal, hash)) { slot.remove(); m_removed_slots++; return true; } if (slot.is_empty()) { return false; } } SET_SLOT_PROBING_END(); } template void remove_contained__impl(const ForwardKey &key, uint32_t hash) { BLI_assert(this->contains_as(key)); m_removed_slots++; SET_SLOT_PROBING_BEGIN (hash, slot) { if (slot.contains(key, m_is_equal, hash)) { slot.remove(); return; } } SET_SLOT_PROBING_END(); } template uint32_t count_collisions__impl(const ForwardKey &key, uint32_t hash) const { uint32_t collisions = 0; SET_SLOT_PROBING_BEGIN (hash, slot) { if (slot.contains(key, m_is_equal, hash)) { return collisions; } if (slot.is_empty()) { return collisions; } collisions++; } 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); } } }; /** * A wrapper for std::unordered_set with the API of blender::Set. This can be used for * benchmarking. */ template class StdUnorderedSetWrapper { private: using SetType = std::unordered_set>; SetType m_set; public: uint32_t size() const { return (uint32_t)m_set.size(); } bool is_empty() const { return m_set.empty(); } void reserve(uint32_t n) { m_set.reserve(n); } void add_new(const Key &key) { m_set.insert(key); } void add_new(Key &&key) { m_set.insert(std::move(key)); } bool add(const Key &key) { return m_set.insert(key).second; } bool add(Key &&key) { return m_set.insert(std::move(key)).second; } void add_multiple(Span keys) { for (const Key &key : keys) { m_set.insert(key); } } bool contains(const Key &key) const { return m_set.find(key) != m_set.end(); } bool remove(const Key &key) { return (bool)m_set.erase(key); } void remove_contained(const Key &key) { return m_set.erase(key); } void clear() { m_set.clear(); } typename SetType::iterator begin() const { return m_set.begin(); } typename SetType::iterator end() const { return m_set.end(); } }; } // namespace blender #endif /* __BLI_SET_HH__ */