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nvidia-rtx-godot / core / templates / hashfuncs.cpp

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/**************************************************************************/
/*  hashfuncs.cpp                                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "hashfuncs.h"

uint32_t hash_murmur3_one_float(float p_in, uint32_t p_seed) {
	union {
		float f;
		uint32_t i;
	} u;

	// Normalize +/- 0.0 and NaN values so they hash the same.
	if (p_in == 0.0f) {
		u.f = 0.0;
	} else if (Math::is_nan(p_in)) {
		u.f = Math::NaN;
	} else {
		u.f = p_in;
	}

	return hash_murmur3_one_32(u.i, p_seed);
}

uint32_t hash_murmur3_one_double(double p_in, uint32_t p_seed) {
	union {
		double d;
		uint64_t i;
	} u;

	// Normalize +/- 0.0 and NaN values so they hash the same.
	if (p_in == 0.0f) {
		u.d = 0.0;
	} else if (Math::is_nan(p_in)) {
		u.d = Math::NaN;
	} else {
		u.d = p_in;
	}

	return hash_murmur3_one_64(u.i, p_seed);
}

uint32_t hash_murmur3_buffer(const void *key, int length, const uint32_t seed) {
	// Although not required, this is a random prime number.
	const uint8_t *data = (const uint8_t *)key;
	const int nblocks = length / 4;

	uint32_t h1 = seed;

	const uint32_t c1 = 0xcc9e2d51;
	const uint32_t c2 = 0x1b873593;

	const uint32_t *blocks = (const uint32_t *)(data + nblocks * 4);

	for (int i = -nblocks; i; i++) {
		uint32_t k1 = blocks[i];

		k1 *= c1;
		k1 = hash_rotl32(k1, 15);
		k1 *= c2;

		h1 ^= k1;
		h1 = hash_rotl32(h1, 13);
		h1 = h1 * 5 + 0xe6546b64;
	}

	const uint8_t *tail = (const uint8_t *)(data + nblocks * 4);

	uint32_t k1 = 0;

	switch (length & 3) {
		case 3:
			k1 ^= tail[2] << 16;
			[[fallthrough]];
		case 2:
			k1 ^= tail[1] << 8;
			[[fallthrough]];
		case 1:
			k1 ^= tail[0];
			k1 *= c1;
			k1 = hash_rotl32(k1, 15);
			k1 *= c2;
			h1 ^= k1;
	};

	// Finalize with additional bit mixing.
	h1 ^= length;
	return hash_fmix32(h1);
}

uint32_t hash_djb2_one_float(double p_in, uint32_t p_prev) {
	union {
		double d;
		uint64_t i;
	} u;

	// Normalize +/- 0.0 and NaN values so they hash the same.
	if (p_in == 0.0f) {
		u.d = 0.0;
	} else if (Math::is_nan(p_in)) {
		u.d = Math::NaN;
	} else {
		u.d = p_in;
	}

	return ((p_prev << 5) + p_prev) + hash_one_uint64(u.i);
}

uint64_t hash_djb2_one_float_64(double p_in, uint64_t p_prev) {
	union {
		double d;
		uint64_t i;
	} u;

	// Normalize +/- 0.0 and NaN values so they hash the same.
	if (p_in == 0.0f) {
		u.d = 0.0;
	} else if (Math::is_nan(p_in)) {
		u.d = Math::NaN;
	} else {
		u.d = p_in;
	}

	return ((p_prev << 5) + p_prev) + u.i;
}