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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
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