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Move data structures into their own directory
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171
source/data_structures/bitset.c
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171
source/data_structures/bitset.c
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#include "bitset.h"
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#include "util.h"
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void bitset_set_idx(Bitset* bitset, int idx, bool on)
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{
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uint32_t i = idx / BITSET_BITS_PER_WORD;
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uint32_t b = idx % BITSET_BITS_PER_WORD;
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// Below are the "fast" forms of the above operations, respectively.
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// These are more efficient, but removed for readability
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// See: https://github.com/cellos51/balatro-gba/pull/132#discussion_r2365966071
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// Divide by 32 to get the word index
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// uint32_t i = idx >> 5;
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// Get last 5-bits, same as a modulo (% 32) operation on positive numbers
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// uint32_t b = idx & 0x1F;
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if (on)
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{
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bitset->w[i] |= (uint32_t)1 << b;
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}
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else
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{
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bitset->w[i] &= ~((uint32_t)1 << b);
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}
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}
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int bitset_set_next_free_idx(Bitset* bitset)
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{
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for (uint32_t i = 0; i < bitset->nwords; i++)
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{
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uint32_t inv = ~bitset->w[i];
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// guard so we don't call `ctz` with 0, since __builtin_ctz(0) is undefined
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// https://gcc.gnu.org/onlinedocs/gcc/Bit-Operation-Builtins.html#index-_005f_005fbuiltin_005fctz
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//
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// By using the bitwise inverse of the word, you can skip words that are full
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// quickly (where the value is 0 or 'false' since all bits are '1', or 'in use'). Any value
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// greater than 0 indicates there is a free slot. Then, when counting the trailing 0's, you
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// can test very quickly where the first free slot is. This operation prevents looping
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// through every bit of filled flags, and will instead operate only on the first word with
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// free slots.
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if (inv)
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{
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int bit = __builtin_ctz(inv);
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bitset->w[i] |= ((uint32_t)1 << bit);
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int idx = i * BITSET_BITS_PER_WORD + bit;
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return (idx < bitset->cap) ? idx : UNDEFINED;
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}
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}
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return UNDEFINED;
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}
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void bitset_clear(Bitset* bitset)
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{
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for (int i = 0; i < bitset->nwords; i++)
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{
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bitset->w[i] = 0;
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}
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}
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bool bitset_is_empty(Bitset* bitset)
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{
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for (int i = 0; i < bitset->nwords; i++)
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{
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if (bitset->w[i])
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return false;
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}
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return true;
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}
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bool bitset_get_idx(Bitset* bitset, int idx)
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{
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uint32_t i = idx / BITSET_BITS_PER_WORD;
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uint32_t b = idx % BITSET_BITS_PER_WORD;
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return bitset->w[i] & (uint32_t)1 << b;
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}
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int bitset_num_set_bits(Bitset* bitset)
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{
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int sum = 0;
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for (int i = 0; i < bitset->nwords; i++)
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{
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sum += __builtin_popcount(bitset->w[i]);
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}
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return sum;
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}
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int bitset_find_idx_of_nth_set(const Bitset* bitset, int n)
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{
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int tracker = 0;
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int prev_tracker = 0;
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for (int i = 0; i < bitset->nwords; i++)
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{
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tracker += __builtin_popcount(bitset->w[i]);
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if (tracker > n)
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{
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// The index is here somewhere
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// this one is to count the 1's not the offset, underflow to -1 is good for finding the
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// 0 index
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int base = prev_tracker - 1;
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// this one is for the actual offset we want to map the id to
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int offset = bitset->nbits * i;
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for (int j = 0; j < bitset->nbits; j++)
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{
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if (base == n)
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{
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return offset - 1;
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}
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base += (bitset->w[i] >> j) & 0x01;
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offset++;
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}
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break;
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}
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prev_tracker = tracker;
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}
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return UNDEFINED;
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}
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BitsetItr bitset_itr_create(const Bitset* bitset)
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{
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BitsetItr itr = {
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.bitset = bitset,
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.word = 0,
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.bit = 0,
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.itr = 0,
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};
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return itr;
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}
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int bitset_itr_next(BitsetItr* itr)
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{
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// So, worst case scenario for this is one bit at the end of the last
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// word in the bitset. You would look (32 * 7) + 31 times!
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// This can be sped up with by checking if the word is empty first.
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// Then the worst enemy of this method would be something like a set bit at the end
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// of every word. In that case you would need to loop 31 times maximum.
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// So one last thing you could do is something like `bitset_allocate_idx` does with the
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// __builtin_ctz function as well.
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//
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// The point being, this can be very slow, but it's simple and can be much faster.
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for (; itr->word < itr->bitset->nwords; itr->word++)
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{
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for (; itr->bit < itr->bitset->nbits; itr->bit++)
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{
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itr->itr++;
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if (itr->bitset->w[itr->word] & (1 << itr->bit))
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{
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// if itr->bit == nbits on the next run, the for loop will handle it
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itr->bit++;
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// above we always make it one more than it is
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// it's so we can return without mutating the actual iterator
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// once it gets here. Just subtract one
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return itr->itr - 1;
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}
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}
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itr->bit = 0;
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}
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itr->word = 0;
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return UNDEFINED;
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}
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