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/*
* Copyright (c) 2015-2018, 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 GREY_H
#define GREY_H
#include <vector>
#include <string>
#include "ue2common.h"
namespace ue2 {
struct Grey {
Grey(void);
bool optimiseComponentTree;
bool calcComponents;
bool performGraphSimplification;
bool prefilterReductions;
bool removeEdgeRedundancy;
bool allowGough;
bool allowHaigLit;
bool allowLitHaig;
bool allowLbr;
bool allowMcClellan;
bool allowSheng;
bool allowMcSheng;
bool allowPuff;
bool allowLiteral;
bool allowViolet;
bool allowExtendedNFA;
bool allowLimExNFA;
bool allowAnchoredAcyclic;
bool allowSmallLiteralSet;
bool allowCastle;
bool allowDecoratedLiteral;
bool allowApproximateMatching;
bool allowNoodle;
bool fdrAllowTeddy;
bool fdrAllowFlood;
u32 violetAvoidSuffixes; /* 0=never, 1=sometimes, 2=always */
bool violetAvoidWeakInfixes;
bool violetDoubleCut;
bool violetExtractStrongLiterals;
bool violetLiteralChains;
u32 violetDoubleCutLiteralLen;
u32 violetEarlyCleanLiteralLen;
bool puffImproveHead;
bool castleExclusive; // enable castle mutual exclusion analysis
bool mergeSEP;
bool mergeRose;
bool mergeSuffixes;
bool mergeOutfixes;
bool onlyOneOutfix; // if > 1 outfix, fail compile
bool allowShermanStates;
bool allowMcClellan8;
bool allowWideStates; // enable wide state for McClellan8
bool highlanderPruneDFA;
bool minimizeDFA;
bool accelerateDFA;
bool accelerateNFA;
bool reverseAccelerate;
bool squashNFA;
bool compressNFAState;
bool numberNFAStatesWrong;
bool highlanderSquash;
bool allowZombies;
bool floodAsPuffette;
u32 nfaForceSize;
u32 maxHistoryAvailable;
u32 minHistoryAvailable;
u32 maxAnchoredRegion;
u32 minRoseLiteralLength;
u32 minRoseNetflowLiteralLength;
u32 maxRoseNetflowEdges;
u32 maxEditDistance;
u32 minExtBoundedRepeatSize; /* to be considered for ng_repeat */
bool goughCopyPropagate;
bool goughRegisterAllocate;
bool shortcutLiterals;
bool roseGraphReduction;
bool roseRoleAliasing;
bool roseMasks;
bool roseConvertFloodProneSuffixes;
bool roseMergeRosesDuringAliasing;
bool roseMultiTopRoses;
bool roseHamsterMasks;
bool roseLookaroundMasks;
u32 roseMcClellanPrefix; /* 0 = off, 1 = only if large nfa, 2 = always */
u32 roseMcClellanSuffix; /* 0 = off, 1 = only if very large nfa, 2 =
* always */
u32 roseMcClellanOutfix; /* 0 = off, 1 = sometimes, 2 = almost always */
bool roseTransformDelay;
bool earlyMcClellanPrefix;
bool earlyMcClellanInfix;
bool earlyMcClellanSuffix;
bool allowCountingMiracles;
bool allowSomChain;
u32 somMaxRevNfaLength;
bool hamsterAccelForward;
bool hamsterAccelReverse; // currently not implemented
u32 miracleHistoryBonus; /* cheap hack to make miracles better, TODO
* something dignified */
bool equivalenceEnable;
// SmallWrite engine
bool allowSmallWrite;
bool allowSmallWriteSheng;
u32 smallWriteLargestBuffer; // largest buffer that can be small write
u32 smallWriteLargestBufferBad;// largest buffer that can be small write
u32 limitSmallWriteOutfixSize; //!< max total size of outfix DFAs
u32 smallWriteMaxPatterns; // only try small writes if fewer patterns
u32 smallWriteMaxLiterals; // only try small writes if fewer literals
u32 smallWriteMergeBatchSize; // number of DFAs to merge in a batch
// Tamarama engine
bool allowTamarama;
u32 tamaChunkSize; //!< max chunk size for exclusivity analysis in Tamarama
enum DumpFlags {
DUMP_NONE = 0,
DUMP_BASICS = 1 << 0, // Dump basic textual data
DUMP_PARSE = 1 << 1, // Dump component tree to .txt
DUMP_INT_GRAPH = 1 << 2, // Dump non-implementation graphs
DUMP_IMPL = 1 << 3 // Dump implementation graphs
};
u32 dumpFlags;
std::string dumpPath;
/* Resource limits. These are somewhat arbitrary, but are intended to bound
* the input to many of our internal structures. Exceeding one of these
* limits will cause an error to be returned to the user.
*
* NOTE: Raising these limitations make cause smoke to come out of parts of
* the runtime. */
u32 limitPatternCount; //!< max number of patterns
u32 limitPatternLength; //!< max number of characters in a regex
u32 limitGraphVertices; //!< max number of states in built NFA graph
u32 limitGraphEdges; //!< max number of edges in build NFA graph
u32 limitReportCount; //!< max number of ReportIDs allocated internally
// HWLM literal matcher limits.
u32 limitLiteralCount; //!< max number of literals in an HWLM table
u32 limitLiteralLength; //!< max number of characters in a literal
u32 limitLiteralMatcherChars; //!< max characters in an HWLM literal matcher
u32 limitLiteralMatcherSize; //!< max size of an HWLM matcher (in bytes)
// Rose limits.
u32 limitRoseRoleCount; //!< max number of Rose roles
u32 limitRoseEngineCount; //!< max prefix/infix/suffix/outfix engines
u32 limitRoseAnchoredSize; //!< max total size of anchored DFAs (bytes)
// Engine (DFA/NFA/etc) limits.
u32 limitEngineSize; //!< max size of an engine (in bytes)
u32 limitDFASize; //!< max size of a DFA (in bytes)
u32 limitNFASize; //!< max size of an NFA (in bytes)
u32 limitLBRSize; //!< max size of an LBR engine (in bytes)
// Approximate matching limits.
u32 limitApproxMatchingVertices; //!< max number of vertices per graph
};
#ifndef RELEASE_BUILD
#include <string>
void applyGreyOverrides(Grey *g, const std::string &overrides);
#endif
} // namespace ue2
#endif
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