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Removed FnvHash and transformed the rest to FxHashmap (#39233)
This should be the final PR for the Hash Function series that is trivial. Of note: I decided to transform `HashMapTracedValues<Atom,..>` to use FxBuildHasher. This is likely not going to improve performance as Atom's already have a unique u32 that is used as the Hash but it safes a few bytes for the RandomState that is normally in the HashMap. Signed-off-by: Narfinger <Narfinger@users.noreply.github.com> Testing: Hash function changes should not change functionality, we slightly decrease the size and unit tests still work. Signed-off-by: Narfinger <Narfinger@users.noreply.github.com>
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55 changed files with 211 additions and 202 deletions
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@ -2,11 +2,10 @@
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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use std::collections::HashMap;
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use embedder_traits::{TouchId, TouchSequenceId};
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use euclid::{Point2D, Scale, Vector2D};
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use log::{debug, error, warn};
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use rustc_hash::FxHashMap;
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use webrender_api::units::{DeviceIntPoint, DevicePixel, DevicePoint, LayoutVector2D};
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use self::TouchSequenceState::*;
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@ -26,7 +25,7 @@ const FLING_MAX_SCREEN_PX: f32 = 4000.0;
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pub struct TouchHandler {
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pub current_sequence_id: TouchSequenceId,
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// todo: VecDeque + modulo arithmetic would be more efficient.
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touch_sequence_map: HashMap<TouchSequenceId, TouchSequenceInfo>,
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touch_sequence_map: FxHashMap<TouchSequenceId, TouchSequenceInfo>,
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}
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/// Whether the default move action is allowed or not.
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@ -203,12 +202,14 @@ impl TouchHandler {
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prevent_move: TouchMoveAllowed::Pending,
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pending_touch_move_action: None,
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};
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// We insert a simulated initial touch sequence, which is already finished,
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// so that we always have one element in the map, which simplifies creating
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// a new touch sequence on touch_down.
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let mut touch_sequence_map = FxHashMap::default();
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touch_sequence_map.insert(TouchSequenceId::new(), finished_info);
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TouchHandler {
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current_sequence_id: TouchSequenceId::new(),
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// We insert a simulated initial touch sequence, which is already finished,
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// so that we always have one element in the map, which simplifies creating
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// a new touch sequence on touch_down.
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touch_sequence_map: HashMap::from([(TouchSequenceId::new(), finished_info)]),
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touch_sequence_map,
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}
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}
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