2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#pragma once
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "CoreMinimal.h"
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2014-03-14 14:13:41 -04:00
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/*-----------------------------------------------------------------------------
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Dynamically sized hash table, used to index another data structure.
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Vastly simpler and faster than TMap.
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Example find:
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uint32 Key = HashFunction( ID );
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for( uint32 i = HashTable.First( Key ); HashTable.IsValid( i ); i = HashTable.Next( i ) )
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{
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if( Array[i].ID == ID )
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{
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return Array[i];
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}
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}
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-----------------------------------------------------------------------------*/
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class FHashTable
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{
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public:
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FHashTable( uint16 InHashSize = 1024, uint32 InIndexSize = 0 );
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~FHashTable();
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void Clear();
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void Free();
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void Resize( uint32 NewIndexSize );
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// Functions used to search
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uint32 First( uint16 Key ) const;
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uint32 Next( uint32 Index ) const;
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bool IsValid( uint32 Index ) const;
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void Add( uint16 Key, uint32 Index );
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void Remove( uint16 Key, uint32 Index );
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protected:
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// Avoids allocating hash until first add
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static uint32 EmptyHash[1];
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uint16 HashSize;
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uint16 HashMask;
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uint32 IndexSize;
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uint32* Hash;
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uint32* NextIndex;
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};
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FORCEINLINE FHashTable::FHashTable( uint16 InHashSize, uint32 InIndexSize )
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: HashSize( InHashSize )
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, HashMask( 0 )
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, IndexSize( InIndexSize )
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, Hash( EmptyHash )
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, NextIndex( NULL )
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{
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check( FMath::IsPowerOfTwo( HashSize ) );
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if( IndexSize )
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{
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HashMask = HashSize - 1;
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Hash = new uint32[ HashSize ];
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NextIndex = new uint32[ IndexSize ];
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FMemory::Memset( Hash, 0xff, HashSize * 4 );
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}
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}
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FORCEINLINE FHashTable::~FHashTable()
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{
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Free();
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}
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FORCEINLINE void FHashTable::Clear()
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{
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if( IndexSize )
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{
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FMemory::Memset( Hash, 0xff, HashSize * 4 );
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}
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}
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FORCEINLINE void FHashTable::Free()
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{
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if( IndexSize )
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{
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HashMask = 0;
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IndexSize = 0;
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delete[] Hash;
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Hash = EmptyHash;
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delete[] NextIndex;
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NextIndex = NULL;
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}
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}
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// First in hash chain
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FORCEINLINE uint32 FHashTable::First( uint16 Key ) const
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{
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Key &= HashMask;
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return Hash[ Key ];
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}
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// Next in hash chain
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FORCEINLINE uint32 FHashTable::Next( uint32 Index ) const
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{
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checkSlow( Index < IndexSize );
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return NextIndex[ Index ];
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}
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FORCEINLINE bool FHashTable::IsValid( uint32 Index ) const
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{
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return Index != ~0u;
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}
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FORCEINLINE void FHashTable::Add( uint16 Key, uint32 Index )
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{
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if( Index >= IndexSize )
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{
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Resize( FMath::Max( 32u, FMath::RoundUpToPowerOfTwo( Index + 1 ) ) );
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}
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Key &= HashMask;
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NextIndex[ Index ] = Hash[ Key ];
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Hash[ Key ] = Index;
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}
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inline void FHashTable::Remove( uint16 Key, uint32 Index )
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{
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if( Index >= IndexSize )
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{
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return;
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}
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Key &= HashMask;
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if( Hash[Key] == Index )
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{
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// Head of chain
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Hash[Key] = NextIndex[ Index ];
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}
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else
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{
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for( uint32 i = Hash[Key]; IsValid(i); i = NextIndex[i] )
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{
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if( NextIndex[i] == Index )
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{
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// Next = Next->Next
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NextIndex[i] = NextIndex[ Index ];
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break;
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}
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}
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}
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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|
|
}
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