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authorSamuel Pitoiset <[email protected]>2017-06-09 13:58:56 +0200
committerSamuel Pitoiset <[email protected]>2017-06-14 10:04:35 +0200
commiteeb34af5be5aff36a8ccf94b5d202ef0b9d0c992 (patch)
treee444d7598790115d29fa4ffe2516728fe8819c46 /src/mesa/main/hash.c
parent30471eb7450b6a14f47f088ea3983ba86616db36 (diff)
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 <[email protected]>
Diffstat (limited to 'src/mesa/main/hash.c')
-rw-r--r--src/mesa/main/hash.c56
1 files changed, 0 insertions, 56 deletions
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.