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/* 
 * Copyright (c) 2015-2017, Intel Corporation
 * 
 * Redistribution and use in source and binary forms, with or without 
 * modification, are permitted provided that the following conditions are met: 
 * 
 *  * Redistributions of source code must retain the above copyright notice, 
 *    this list of conditions and the following disclaimer. 
 *  * Redistributions in binary form must reproduce the above copyright 
 *    notice, this list of conditions and the following disclaimer in the 
 *    documentation and/or other materials provided with the distribution. 
 *  * Neither the name of Intel Corporation nor the names of its contributors 
 *    may be used to endorse or promote products derived from this software 
 *    without specific prior written permission. 
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
 * POSSIBILITY OF SUCH DAMAGE. 
 */ 
 
#ifndef TEDDY_ENGINE_DESCRIPTION_H 
#define TEDDY_ENGINE_DESCRIPTION_H 
 
#include "engine_description.h" 
#include "fdr_compile_internal.h" 
 
#include <memory> 
#include <vector> 
 
namespace ue2 { 
 
#define TEDDY_BUCKET_LOAD 6 
 
struct TeddyEngineDef { 
    u32 id; 
    u64a cpu_features; 
    u32 numMasks; 
    u32 numBuckets; 
    bool packed; 
}; 
 
class TeddyEngineDescription : public EngineDescription { 
public: 
    u32 numMasks; 
    bool packed; 
 
    explicit TeddyEngineDescription(const TeddyEngineDef &def); 
 
    u32 getDefaultFloodSuffixLength() const override; 
}; 
 
std::unique_ptr<TeddyEngineDescription> 
chooseTeddyEngine(const target_t &target, const std::vector<hwlmLiteral> &vl); 
std::unique_ptr<TeddyEngineDescription> getTeddyDescription(u32 engineID); 
void getTeddyDescriptions(std::vector<TeddyEngineDescription> *out); 
 
} // namespace ue2 
 
#endif