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/* 
 * Copyright (c) 2015-2020, 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. 
 */ 
 
/**
 * \file
 * \brief Main NFA build code. 
 */ 
 
#ifndef LIMEX_COMPILE_H 
#define LIMEX_COMPILE_H 
 
#include "nfagraph/ng_holder.h"
#include "nfagraph/ng_squash.h" // for NFAStateSet
#include "ue2common.h"
#include "util/bytecode_ptr.h"

#include <set>
#include <map> 
#include <memory> 
#include <unordered_map>
#include <vector> 
 
struct NFA; 
 
namespace ue2 { 
 
struct BoundedRepeatData; 
struct CompileContext; 
 
/**
 * \brief Construct a LimEx NFA from an NGHolder.
 * 
 * \param g Input NFA graph. Must have state IDs assigned. 
 * \param repeats Bounded repeat information, if any. 
 * \param reportSquashMap Single-match mode squash map. 
 * \param squashMap More general squash map. 
 * \param tops Tops and their start vertices, 
 * \param zombies The set of zombifying states. 
 * \param do_accel Calculate acceleration schemes. 
 * \param stateCompression Allow (and calculate masks for) state compression. 
 * \param hint If not INVALID_NFA, this allows a particular LimEx NFA model 
               to be requested. 
 * \param cc Compile context. 
 * \return a built NFA, or nullptr if no NFA could be constructed for this 
 * graph. 
 */ 
bytecode_ptr<NFA> generate(NGHolder &g,
            const std::unordered_map<NFAVertex, u32> &states,
            const std::vector<BoundedRepeatData> &repeats,
            const std::unordered_map<NFAVertex, NFAStateSet> &reportSquashMap,
            const std::unordered_map<NFAVertex, NFAStateSet> &squashMap,
            const std::map<u32, std::set<NFAVertex>> &tops,
            const std::set<NFAVertex> &zombies,
            bool do_accel,
            bool stateCompression,
            bool &fast,
            u32 hint,
            const CompileContext &cc);
 
/** 
 * \brief For a given graph, count the number of accelerable states it has.
 * 
 * Note that this number may be greater than the number that are actually
 * implementable.
 */ 
u32 countAccelStates(NGHolder &h, 
            const std::unordered_map<NFAVertex, u32> &states,
            const std::vector<BoundedRepeatData> &repeats,
            const std::unordered_map<NFAVertex, NFAStateSet> &reportSquashMap,
            const std::unordered_map<NFAVertex, NFAStateSet> &squashMap,
            const std::map<u32, std::set<NFAVertex>> &tops,
            const std::set<NFAVertex> &zombies,
            const CompileContext &cc);
 
} // namespace ue2 
 
#endif