#include "llvm/ADT/StringMap.h"
#include "llvm/ADT/StringExtras.h"
+#include "llvm/Support/Compiler.h"
#include <cassert>
using namespace llvm;
while (1) {
StringMapEntryBase *BucketItem = TheTable[BucketNo];
// If we found an empty bucket, this key isn't in the table yet, return it.
- if (BucketItem == 0) {
+ if (LLVM_LIKELY(BucketItem == 0)) {
// If we found a tombstone, we want to reuse the tombstone instead of an
// empty bucket. This reduces probing.
if (FirstTombstone != -1) {
if (BucketItem == getTombstoneVal()) {
// Skip over tombstones. However, remember the first one we see.
if (FirstTombstone == -1) FirstTombstone = BucketNo;
- } else if (HashTable[BucketNo] == FullHashValue) {
+ } else if (LLVM_LIKELY(HashTable[BucketNo] == FullHashValue)) {
// If the full hash value matches, check deeply for a match. The common
// case here is that we are only looking at the buckets (for item info
// being non-null and for the full hash value) not at the items. This
while (1) {
StringMapEntryBase *BucketItem = TheTable[BucketNo];
// If we found an empty bucket, this key isn't in the table yet, return.
- if (BucketItem == 0)
+ if (LLVM_LIKELY(BucketItem == 0))
return -1;
if (BucketItem == getTombstoneVal()) {
// Ignore tombstones.
- } else if (HashTable[BucketNo] == FullHashValue) {
+ } else if (LLVM_LIKELY(HashTable[BucketNo] == FullHashValue)) {
// If the full hash value matches, check deeply for a match. The common
// case here is that we are only looking at the buckets (for item info
// being non-null and for the full hash value) not at the items. This