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// Licensed to the Apache Software Foundation (ASF) under one
// or more contributor license agreements. See the NOTICE file
// distributed with this work for additional information
// regarding copyright ownership. The ASF licenses this file
// to you under the Apache License, Version 2.0 (the
// "License"); you may not use this file except in compliance
// with the License. You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package array
import (
"sync/atomic"
"github.com/apache/arrow/go/arrow"
"github.com/apache/arrow/go/arrow/float16"
"github.com/apache/arrow/go/arrow/internal/bitutil"
"github.com/apache/arrow/go/arrow/internal/debug"
"github.com/apache/arrow/go/arrow/memory"
)
type Float16Builder struct {
builder
data *memory.Buffer
rawData []float16.Num
}
func NewFloat16Builder(mem memory.Allocator) *Float16Builder {
return &Float16Builder{builder: builder{refCount: 1, mem: mem}}
}
// Release decreases the reference count by 1.
// When the reference count goes to zero, the memory is freed.
func (b *Float16Builder) Release() {
debug.Assert(atomic.LoadInt64(&b.refCount) > 0, "too many releases")
if atomic.AddInt64(&b.refCount, -1) == 0 {
if b.nullBitmap != nil {
b.nullBitmap.Release()
b.nullBitmap = nil
}
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
}
}
func (b *Float16Builder) Append(v float16.Num) {
b.Reserve(1)
b.UnsafeAppend(v)
}
func (b *Float16Builder) UnsafeAppend(v float16.Num) {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
b.rawData[b.length] = v
b.length++
}
func (b *Float16Builder) AppendNull() {
b.Reserve(1)
b.UnsafeAppendBoolToBitmap(false)
}
func (b *Float16Builder) UnsafeAppendBoolToBitmap(isValid bool) {
if isValid {
bitutil.SetBit(b.nullBitmap.Bytes(), b.length)
} else {
b.nulls++
}
b.length++
}
// AppendValues will append the values in the v slice. The valid slice determines which values
// in v are valid (not null). The valid slice must either be empty or be equal in length to v. If empty,
// all values in v are appended and considered valid.
func (b *Float16Builder) AppendValues(v []float16.Num, valid []bool) {
if len(v) != len(valid) && len(valid) != 0 {
panic("len(v) != len(valid) && len(valid) != 0")
}
if len(v) == 0 {
return
}
b.Reserve(len(v))
if len(v) > 0 {
arrow.Float16Traits.Copy(b.rawData[b.length:], v)
}
b.builder.unsafeAppendBoolsToBitmap(valid, len(v))
}
func (b *Float16Builder) init(capacity int) {
b.builder.init(capacity)
b.data = memory.NewResizableBuffer(b.mem)
bytesN := arrow.Uint16Traits.BytesRequired(capacity)
b.data.Resize(bytesN)
b.rawData = arrow.Float16Traits.CastFromBytes(b.data.Bytes())
}
// Reserve ensures there is enough space for appending n elements
// by checking the capacity and calling Resize if necessary.
func (b *Float16Builder) Reserve(n int) {
b.builder.reserve(n, b.Resize)
}
// Resize adjusts the space allocated by b to n elements. If n is greater than b.Cap(),
// additional memory will be allocated. If n is smaller, the allocated memory may reduced.
func (b *Float16Builder) Resize(n int) {
nBuilder := n
if n < minBuilderCapacity {
n = minBuilderCapacity
}
if b.capacity == 0 {
b.init(n)
} else {
b.builder.resize(nBuilder, b.init)
b.data.Resize(arrow.Float16Traits.BytesRequired(n))
b.rawData = arrow.Float16Traits.CastFromBytes(b.data.Bytes())
}
}
// NewArray creates a Float16 array from the memory buffers used by the builder and resets the Float16Builder
// so it can be used to build a new array.
func (b *Float16Builder) NewArray() Interface {
return b.NewFloat16Array()
}
// NewFloat16Array creates a Float16 array from the memory buffers used by the builder and resets the Float16Builder
// so it can be used to build a new array.
func (b *Float16Builder) NewFloat16Array() (a *Float16) {
data := b.newData()
a = NewFloat16Data(data)
data.Release()
return
}
func (b *Float16Builder) newData() (data *Data) {
bytesRequired := arrow.Float16Traits.BytesRequired(b.length)
if bytesRequired > 0 && bytesRequired < b.data.Len() {
// trim buffers
b.data.Resize(bytesRequired)
}
data = NewData(arrow.FixedWidthTypes.Float16, b.length, []*memory.Buffer{b.nullBitmap, b.data}, nil, b.nulls, 0)
b.reset()
if b.data != nil {
b.data.Release()
b.data = nil
b.rawData = nil
}
return
}