521 lines
11 KiB
C++
521 lines
11 KiB
C++
// Copyright 2013 Dolphin Emulator Project / 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/hash.h"
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#if _M_SSE >= 0x402
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#include "common/cpu_detect.h"
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#include <nmmintrin.h>
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#endif
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static u64 (*ptrHashFunction)(const u8 *src, int len, u32 samples) = &GetMurmurHash3;
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// uint32_t
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// WARNING - may read one more byte!
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// Implementation from Wikipedia.
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u32 HashFletcher(const u8* data_u8, size_t length)
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{
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const u16* data = (const u16*)data_u8; /* Pointer to the data to be summed */
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size_t len = (length + 1) / 2; /* Length in 16-bit words */
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u32 sum1 = 0xffff, sum2 = 0xffff;
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while (len)
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{
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size_t tlen = len > 360 ? 360 : len;
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len -= tlen;
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do {
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sum1 += *data++;
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sum2 += sum1;
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}
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while (--tlen);
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sum1 = (sum1 & 0xffff) + (sum1 >> 16);
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sum2 = (sum2 & 0xffff) + (sum2 >> 16);
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}
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// Second reduction step to reduce sums to 16 bits
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sum1 = (sum1 & 0xffff) + (sum1 >> 16);
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sum2 = (sum2 & 0xffff) + (sum2 >> 16);
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return(sum2 << 16 | sum1);
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}
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// Implementation from Wikipedia
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// Slightly slower than Fletcher above, but slightly more reliable.
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#define MOD_ADLER 65521
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// data: Pointer to the data to be summed; len is in bytes
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u32 HashAdler32(const u8* data, size_t len)
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{
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u32 a = 1, b = 0;
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while (len)
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{
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size_t tlen = len > 5550 ? 5550 : len;
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len -= tlen;
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do
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{
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a += *data++;
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b += a;
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}
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while (--tlen);
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a = (a & 0xffff) + (a >> 16) * (65536 - MOD_ADLER);
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b = (b & 0xffff) + (b >> 16) * (65536 - MOD_ADLER);
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}
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// It can be shown that a <= 0x1013a here, so a single subtract will do.
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if (a >= MOD_ADLER)
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{
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a -= MOD_ADLER;
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}
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// It can be shown that b can reach 0xfff87 here.
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b = (b & 0xffff) + (b >> 16) * (65536 - MOD_ADLER);
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if (b >= MOD_ADLER)
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{
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b -= MOD_ADLER;
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}
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return((b << 16) | a);
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}
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// Stupid hash - but can't go back now :)
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// Don't use for new things. At least it's reasonably fast.
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u32 HashEctor(const u8* ptr, int length)
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{
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u32 crc = 0;
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for (int i = 0; i < length; i++)
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{
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crc ^= ptr[i];
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crc = (crc << 3) | (crc >> 29);
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}
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return(crc);
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}
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#ifdef _M_X64
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//-----------------------------------------------------------------------------
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// Block read - if your platform needs to do endian-swapping or can only
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// handle aligned reads, do the conversion here
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inline u64 getblock(const u64 * p, int i)
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{
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return p[i];
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}
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//----------
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// Block mix - combine the key bits with the hash bits and scramble everything
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inline void bmix64(u64 & h1, u64 & h2, u64 & k1, u64 & k2, u64 & c1, u64 & c2)
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{
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k1 *= c1;
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k1 = _rotl64(k1,23);
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k1 *= c2;
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h1 ^= k1;
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h1 += h2;
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h2 = _rotl64(h2,41);
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k2 *= c2;
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k2 = _rotl64(k2,23);
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k2 *= c1;
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h2 ^= k2;
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h2 += h1;
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h1 = h1*3+0x52dce729;
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h2 = h2*3+0x38495ab5;
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c1 = c1*5+0x7b7d159c;
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c2 = c2*5+0x6bce6396;
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}
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//----------
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// Finalization mix - avalanches all bits to within 0.05% bias
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inline u64 fmix64(u64 k)
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{
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k ^= k >> 33;
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k *= 0xff51afd7ed558ccd;
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k ^= k >> 33;
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k *= 0xc4ceb9fe1a85ec53;
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k ^= k >> 33;
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return k;
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}
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u64 GetMurmurHash3(const u8 *src, int len, u32 samples)
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{
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const u8 * data = (const u8*)src;
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const int nblocks = len / 16;
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u32 Step = (len / 8);
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if(samples == 0) samples = max(Step, 1u);
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Step = Step / samples;
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if(Step < 1) Step = 1;
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u64 h1 = 0x9368e53c2f6af274;
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u64 h2 = 0x586dcd208f7cd3fd;
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u64 c1 = 0x87c37b91114253d5;
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u64 c2 = 0x4cf5ad432745937f;
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//----------
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// body
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const u64 * blocks = (const u64 *)(data);
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for(int i = 0; i < nblocks; i+=Step)
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{
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u64 k1 = getblock(blocks,i*2+0);
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u64 k2 = getblock(blocks,i*2+1);
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bmix64(h1,h2,k1,k2,c1,c2);
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}
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//----------
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// tail
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const u8 * tail = (const u8*)(data + nblocks*16);
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u64 k1 = 0;
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u64 k2 = 0;
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switch(len & 15)
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{
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case 15: k2 ^= u64(tail[14]) << 48;
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case 14: k2 ^= u64(tail[13]) << 40;
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case 13: k2 ^= u64(tail[12]) << 32;
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case 12: k2 ^= u64(tail[11]) << 24;
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case 11: k2 ^= u64(tail[10]) << 16;
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case 10: k2 ^= u64(tail[ 9]) << 8;
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case 9: k2 ^= u64(tail[ 8]) << 0;
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case 8: k1 ^= u64(tail[ 7]) << 56;
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case 7: k1 ^= u64(tail[ 6]) << 48;
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case 6: k1 ^= u64(tail[ 5]) << 40;
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case 5: k1 ^= u64(tail[ 4]) << 32;
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case 4: k1 ^= u64(tail[ 3]) << 24;
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case 3: k1 ^= u64(tail[ 2]) << 16;
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case 2: k1 ^= u64(tail[ 1]) << 8;
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case 1: k1 ^= u64(tail[ 0]) << 0;
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bmix64(h1,h2,k1,k2,c1,c2);
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};
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//----------
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// finalization
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h2 ^= len;
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h1 += h2;
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h2 += h1;
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h1 = fmix64(h1);
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h2 = fmix64(h2);
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h1 += h2;
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return h1;
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}
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// CRC32 hash using the SSE4.2 instruction
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u64 GetCRC32(const u8 *src, int len, u32 samples)
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{
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#if _M_SSE >= 0x402
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u64 h = len;
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u32 Step = (len / 8);
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const u64 *data = (const u64 *)src;
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const u64 *end = data + Step;
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if(samples == 0) samples = max(Step, 1u);
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Step = Step / samples;
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if(Step < 1) Step = 1;
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while(data < end)
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{
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h = _mm_crc32_u64(h, data[0]);
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data += Step;
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}
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const u8 *data2 = (const u8*)end;
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return _mm_crc32_u64(h, u64(data2[0]));
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#else
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return 0;
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#endif
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}
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/*
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* NOTE: This hash function is used for custom texture loading/dumping, so
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* it should not be changed, which would require all custom textures to be
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* recalculated for their new hash values. If the hashing function is
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* changed, make sure this one is still used when the legacy parameter is
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* true.
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*/
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u64 GetHashHiresTexture(const u8 *src, int len, u32 samples)
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{
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const u64 m = 0xc6a4a7935bd1e995;
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u64 h = len * m;
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const int r = 47;
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u32 Step = (len / 8);
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const u64 *data = (const u64 *)src;
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const u64 *end = data + Step;
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if(samples == 0) samples = max(Step, 1u);
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Step = Step / samples;
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if(Step < 1) Step = 1;
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while(data < end)
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{
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u64 k = data[0];
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data+=Step;
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k *= m;
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k ^= k >> r;
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k *= m;
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h ^= k;
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h *= m;
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}
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const u8 * data2 = (const u8*)end;
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switch(len & 7)
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{
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case 7: h ^= u64(data2[6]) << 48;
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case 6: h ^= u64(data2[5]) << 40;
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case 5: h ^= u64(data2[4]) << 32;
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case 4: h ^= u64(data2[3]) << 24;
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case 3: h ^= u64(data2[2]) << 16;
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case 2: h ^= u64(data2[1]) << 8;
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case 1: h ^= u64(data2[0]);
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h *= m;
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};
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h ^= h >> r;
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h *= m;
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h ^= h >> r;
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return h;
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}
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#else
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// CRC32 hash using the SSE4.2 instruction
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u64 GetCRC32(const u8 *src, int len, u32 samples)
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{
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#if _M_SSE >= 0x402
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u32 h = len;
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u32 Step = (len/4);
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const u32 *data = (const u32 *)src;
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const u32 *end = data + Step;
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if(samples == 0) samples = max(Step, 1u);
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Step = Step / samples;
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if(Step < 1) Step = 1;
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while(data < end)
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{
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h = _mm_crc32_u32(h, data[0]);
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data += Step;
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}
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const u8 *data2 = (const u8*)end;
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return (u64)_mm_crc32_u32(h, u32(data2[0]));
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#else
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return 0;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Block read - if your platform needs to do endian-swapping or can only
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// handle aligned reads, do the conversion here
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inline u32 getblock(const u32 * p, int i)
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{
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return p[i];
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}
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//----------
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// Finalization mix - force all bits of a hash block to avalanche
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// avalanches all bits to within 0.25% bias
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inline u32 fmix32(u32 h)
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{
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h ^= h >> 16;
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h *= 0x85ebca6b;
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h ^= h >> 13;
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h *= 0xc2b2ae35;
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h ^= h >> 16;
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return h;
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}
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inline void bmix32(u32 & h1, u32 & h2, u32 & k1, u32 & k2, u32 & c1, u32 & c2)
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{
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k1 *= c1;
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k1 = _rotl(k1,11);
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k1 *= c2;
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h1 ^= k1;
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h1 += h2;
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h2 = _rotl(h2,17);
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k2 *= c2;
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k2 = _rotl(k2,11);
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k2 *= c1;
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h2 ^= k2;
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h2 += h1;
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h1 = h1*3+0x52dce729;
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h2 = h2*3+0x38495ab5;
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c1 = c1*5+0x7b7d159c;
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c2 = c2*5+0x6bce6396;
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}
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//----------
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u64 GetMurmurHash3(const u8* src, int len, u32 samples)
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{
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const u8 * data = (const u8*)src;
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u32 out[2];
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const int nblocks = len / 8;
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u32 Step = (len / 4);
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if(samples == 0) samples = max(Step, 1u);
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Step = Step / samples;
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if(Step < 1) Step = 1;
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u32 h1 = 0x8de1c3ac;
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u32 h2 = 0xbab98226;
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u32 c1 = 0x95543787;
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u32 c2 = 0x2ad7eb25;
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//----------
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// body
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const u32 * blocks = (const u32 *)(data + nblocks*8);
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for(int i = -nblocks; i < 0; i+=Step)
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{
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u32 k1 = getblock(blocks,i*2+0);
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u32 k2 = getblock(blocks,i*2+1);
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bmix32(h1,h2,k1,k2,c1,c2);
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}
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//----------
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// tail
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const u8 * tail = (const u8*)(data + nblocks*8);
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u32 k1 = 0;
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u32 k2 = 0;
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switch(len & 7)
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{
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case 7: k2 ^= tail[6] << 16;
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case 6: k2 ^= tail[5] << 8;
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case 5: k2 ^= tail[4] << 0;
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case 4: k1 ^= tail[3] << 24;
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case 3: k1 ^= tail[2] << 16;
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case 2: k1 ^= tail[1] << 8;
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case 1: k1 ^= tail[0] << 0;
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bmix32(h1,h2,k1,k2,c1,c2);
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};
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//----------
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// finalization
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h2 ^= len;
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h1 += h2;
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h2 += h1;
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h1 = fmix32(h1);
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h2 = fmix32(h2);
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h1 += h2;
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h2 += h1;
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out[0] = h1;
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out[1] = h2;
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return *((u64 *)&out);
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}
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/*
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* FIXME: The old 32-bit version of this hash made different hashes than the
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* 64-bit version. Until someone can make a new version of the 32-bit one that
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* makes identical hashes, this is just a c/p of the 64-bit one.
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*/
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u64 GetHashHiresTexture(const u8 *src, int len, u32 samples)
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{
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const u64 m = 0xc6a4a7935bd1e995ULL;
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u64 h = len * m;
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const int r = 47;
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u32 Step = (len / 8);
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const u64 *data = (const u64 *)src;
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const u64 *end = data + Step;
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if(samples == 0) samples = max(Step, 1u);
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Step = Step / samples;
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if(Step < 1) Step = 1;
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while(data < end)
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{
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u64 k = data[0];
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data+=Step;
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k *= m;
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k ^= k >> r;
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k *= m;
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h ^= k;
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h *= m;
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}
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const u8 * data2 = (const u8*)end;
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switch(len & 7)
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{
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case 7: h ^= u64(data2[6]) << 48;
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case 6: h ^= u64(data2[5]) << 40;
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case 5: h ^= u64(data2[4]) << 32;
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case 4: h ^= u64(data2[3]) << 24;
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case 3: h ^= u64(data2[2]) << 16;
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case 2: h ^= u64(data2[1]) << 8;
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case 1: h ^= u64(data2[0]);
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h *= m;
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};
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h ^= h >> r;
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h *= m;
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h ^= h >> r;
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return h;
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}
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#endif
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u64 GetHash64(const u8 *src, int len, u32 samples)
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{
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return ptrHashFunction(src, len, samples);
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}
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// sets the hash function used for the texture cache
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void SetHash64Function(bool useHiresTextures)
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{
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if (useHiresTextures)
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{
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ptrHashFunction = &GetHashHiresTexture;
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}
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#if _M_SSE >= 0x402
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else if (cpu_info.bSSE4_2 && !useHiresTextures) // sse crc32 version
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{
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ptrHashFunction = &GetCRC32;
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}
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#endif
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else
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{
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ptrHashFunction = &GetMurmurHash3;
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}
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}
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